Again, renamed stuff for consistency's sake
This commit is contained in:
parent
79d0587d97
commit
7fd6944f53
|
|
@ -1,24 +1,24 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
__device__ Vec3 computeGradient(float* volumeData, const int d_volumeWidth, const int d_volumeHeight, const int d_volumeDepth, int x, int y, int z) {
|
__device__ Vec3 computeGradient(float* volumeData, const int volW, const int volH, const int volD, int x, int y, int z) {
|
||||||
// Finite difference for partial derivatives.
|
// Finite difference for partial derivatives.
|
||||||
// For boundary voxels - clamp to the boundary.
|
// For boundary voxels - clamp to the boundary.
|
||||||
// Normal should point from higher to lower intensities
|
// Normal should point from higher to lower intensities
|
||||||
|
|
||||||
int xm = max(x - 1, 0);
|
int xm = max(x - 1, 0);
|
||||||
int xp = min(x + 1, d_volumeWidth - 1);
|
int xp = min(x + 1, volW - 1);
|
||||||
int ym = max(y - 1, 0);
|
int ym = max(y - 1, 0);
|
||||||
int yp = min(y + 1, d_volumeHeight - 1);
|
int yp = min(y + 1, volH - 1);
|
||||||
int zm = max(z - 1, 0);
|
int zm = max(z - 1, 0);
|
||||||
int zp = min(z + 1, d_volumeDepth - 1);
|
int zp = min(z + 1, volD - 1);
|
||||||
|
|
||||||
// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
|
// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
|
||||||
float gx = volumeData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xp]
|
float gx = volumeData[z * volW * volH + y * volW + xp]
|
||||||
- volumeData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xm];
|
- volumeData[z * volW * volH + y * volW + xm];
|
||||||
float gy = volumeData[z * d_volumeWidth * d_volumeHeight + yp * d_volumeWidth + x ]
|
float gy = volumeData[z * volW * volH + yp * volW + x ]
|
||||||
- volumeData[z * d_volumeWidth * d_volumeHeight + ym * d_volumeWidth + x ];
|
- volumeData[z * volW * volH + ym * volW + x ];
|
||||||
float gz = volumeData[zp * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ]
|
float gz = volumeData[zp * volW * volH + y * volW + x ]
|
||||||
- volumeData[zm * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ];
|
- volumeData[zm * volW * volH + y * volW + x ];
|
||||||
|
|
||||||
return Vec3(gx, gy, gz);
|
return Vec3(gx, gy, gz);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -81,7 +81,7 @@ __host__ void generateVolume(float* volumeData, int volW, int volH, int volD) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Samples the voxel nearest to the given coordinates. TODO: Can be re-used in other places
|
// Samples the voxel nearest to the given coordinates. TODO: Can be re-used in other places
|
||||||
__device__ float sampleVolumeNearest(float* volumeData, int volW, int volH, int volD, int vx, int vy, int vz) {
|
__device__ float sampleVolumeNearest(float* volumeData, const int volW, const int volH, const int volD, int vx, int vy, int vz) {
|
||||||
if (vx < 0) vx = 0;
|
if (vx < 0) vx = 0;
|
||||||
if (vy < 0) vy = 0;
|
if (vy < 0) vy = 0;
|
||||||
if (vz < 0) vz = 0;
|
if (vz < 0) vz = 0;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue