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📄 smooth2.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/* Program 2. Smoothing and interpolation with second differences. *//* Contribution to Graphic Gems IV *//* Paul H. C. Eilers, DCMR Milieudienst Rijnmond, 's-Gravelandseweg 565,   3119 XT Schiedam, The Netherlands, E-Mail: paul@dcmr.nl */#define MMAX 100  /* choose the right length for your application */typedef float vec[MMAX + 1];void smooth2(vec w, vec y, vec z, float lambda, int m)/* Smoothing and interpolation with second differences.   Input:  weights (w), data (y): vector from 1 to m.   Input:  smoothing parameter (lambda), length (m).   Output: smoothed vector (z): vector from 1 to m. */{  int i, i1, i2;  vec c, d, e;  d[1] = w[1] + lambda;  c[1] = -2 * lambda / d[1];  e[1] = lambda /d[1];  z[1] = w[1] * y[1];  d[2] = w[2] + 5 * lambda - d[1] * c[1] *  c[1];  c[2] = (-4 * lambda - d[1] * c[1] * e[1]) / d[2];  e[2] = lambda / d[2];  z[2] = w[2] * y[2] - c[1] * z[1];  for (i = 3; i < m - 1; i++) {    i1 = i - 1; i2 = i - 2;    d[i]= w[i] + 6 * lambda - c[i1] * c[i1] * d[i1] - e[i2] * e[i2] * d[i2];    c[i] = (-4 * lambda -d[i1] * c[i1] * e[i1])/ d[i];    e[i] = lambda / d[i];    z[i] = w[i] * y[i] - c[i1] * z[i1] - e[i2] * z[i2];  }  i1 = m - 2; i2 = m - 3;  d[m - 1] = w[m - 1] + 5 * lambda -c[i1] * c[i1] * d[i1] - e[i2] * e[i2] * d[i2];  c[m - 1] = (-2 * lambda - d[i1] * c[i1] * e[i1]) / d[m - 1];  z[m - 1] = w[m - 1] * y[m - 1] - c[i1] * z[i1] - e[i2] * z[i2];  i1 = m - 1; i2 = m - 2;  d[m] = w[m] + lambda - c[i1] * c[i1] * d[i1] - e[i2] * e[i2] * d[i2];  z[m] = (w[m] * y[m] - c[i1] * z[i1] - e[i2] * z[i2]) / d[m];  z[m - 1] = z[m - 1] / d[m - 1] - c[m - 1] * z[m];  for (i = m - 2; 1<= i; i--)     z[i] = z[i] / d[i] - c[i] * z[i + 1] - e[i] * z[i + 2];}

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