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📄 tricubic.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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typedef struct{  float           x, y, z;}               Point;/* * TriCubic - tri-cubic interpolation at point, p. *   inputs: *     p - the interpolation point. *     volume - a pointer to the float volume data, stored in x, *              y, then z order (x index increasing fastest). *     xDim, yDim, zDim - dimensions of the array of volume data. *   returns: *     the interpolated value at p. *   note: *     NO range checking is done in this function. */float           TriCubic (Point p, float *volume, int xDim, int yDim, int zDim){  int             x, y, z;  register int    i, j, k;  float           dx, dy, dz;  register float *pv;  float           u[4], v[4], w[4];  float           r[4], q[4];  float           vox = 0;  int             xyDim;  xyDim = xDim * yDim;  x = (int) p.x, y = (int) p.y, z = (int) p.z;  if (x < 0 || x >= xDim || y < 0 || y >= yDim || z < 0 || z >= zDim)    return (0);  dx = p.x - (float) x, dy = p.y - (float) y, dz = p.z - (float) z;  pv = volume + (x - 1) + (y - 1) * xDim + (z - 1) * xyDim;# define CUBE(x)   ((x) * (x) * (x))# define SQR(x)    ((x) * (x))/* #define DOUBLE(x) ((x) + (x)) #define HALF(x)   ... * * may also be used to reduce the number of floating point * multiplications. The IEEE standard allows for DOUBLE/HALF * operations. */  /* factors for Catmull-Rom interpolation */  u[0] = -0.5 * CUBE (dx) + SQR (dx) - 0.5 * dx;  u[1] = 1.5 * CUBE (dx) - 2.5 * SQR (dx) + 1;  u[2] = -1.5 * CUBE (dx) + 2 * SQR (dx) + 0.5 * dx;  u[3] = 0.5 * CUBE (dx) - 0.5 * SQR (dx);  v[0] = -0.5 * CUBE (dy) + SQR (dy) - 0.5 * dy;  v[1] = 1.5 * CUBE (dy) - 2.5 * SQR (dy) + 1;  v[2] = -1.5 * CUBE (dy) + 2 * SQR (dy) + 0.5 * dy;  v[3] = 0.5 * CUBE (dy) - 0.5 * SQR (dy);  w[0] = -0.5 * CUBE (dz) + SQR (dz) - 0.5 * dz;  w[1] = 1.5 * CUBE (dz) - 2.5 * SQR (dz) + 1;  w[2] = -1.5 * CUBE (dz) + 2 * SQR (dz) + 0.5 * dz;  w[3] = 0.5 * CUBE (dz) - 0.5 * SQR (dz);  for (k = 0; k < 4; k++)  {    q[k] = 0;    for (j = 0; j < 4; j++)    {      r[j] = 0;      for (i = 0; i < 4; i++)      {        r[j] += u[i] * *pv;        pv++;      }      q[k] += v[j] * r[j];      pv += xDim - 4;    }    vox += w[k] * q[k];    pv += xyDim - 4 * xDim;  }  return (vox < 0 ? 0.0 : vox);}

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