Renamed var. for consistency with sphere.h
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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__device__ Vec3 computeGradient(float* volData, const int d_volumeWidth, const int d_volumeHeight, const int d_volumeDepth, int x, int y, int z) {
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__device__ Vec3 computeGradient(float* volumeData, const int d_volumeWidth, const int d_volumeHeight, const int d_volumeDepth, int x, int y, int z) {
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// Finite difference for partial derivatives.
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// Finite difference for partial derivatives.
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// For boundary voxels - clamp to the boundary.
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// For boundary voxels - clamp to the boundary.
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// Normal should point from higher to lower intensities
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// Normal should point from higher to lower intensities
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@ -13,12 +13,12 @@ __device__ Vec3 computeGradient(float* volData, const int d_volumeWidth, const i
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int zp = min(z + 1, d_volumeDepth - 1);
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int zp = min(z + 1, d_volumeDepth - 1);
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// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
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// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
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float gx = volData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xp]
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float gx = volumeData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xp]
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- volData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xm];
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- volumeData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xm];
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float gy = volData[z * d_volumeWidth * d_volumeHeight + yp * d_volumeWidth + x ]
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float gy = volumeData[z * d_volumeWidth * d_volumeHeight + yp * d_volumeWidth + x ]
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- volData[z * d_volumeWidth * d_volumeHeight + ym * d_volumeWidth + x ];
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- volumeData[z * d_volumeWidth * d_volumeHeight + ym * d_volumeWidth + x ];
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float gz = volData[zp * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ]
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float gz = volumeData[zp * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ]
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- volData[zm * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ];
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- volumeData[zm * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ];
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return Vec3(gx, gy, gz);
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return Vec3(gx, gy, gz);
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}
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}
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