Wrapping up

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Martin committed 2025-01-15 21:25:52 +01:00
1 parent d5df4ea188
commit a3b6aab0c7
5 files changed
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@@ -72,6 +72,14 @@ __device__ Vec3 computeGradient(float* volumeData, const int volW, const int vol
float dfdz = (sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy, fz + hz) -
sampleVolumeTrilinear(volumeData, volW, volH, volD, fx, fy, fz - hz)) / (2.0f * hz);
// // DEBUG (TODO: Delete) - Back to nearest
// float dfdx = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx + 1), (int)roundf(fy), (int)roundf(fz)) -
// sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx - 1), (int)roundf(fy), (int)roundf(fz))) / (2.0f * hx);
// float dfdy = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy + 1), (int)roundf(fz)) -
// sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy - 1), (int)roundf(fz))) / (2.0f * hy);
// float dfdz = (sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy), (int)roundf(fz + 1)) -
// sampleVolumeNearest(volumeData, volW, volH, volD, (int)roundf(fx), (int)roundf(fy), (int)roundf(fz - 1))) / (2.0f * hz);
return Vec3::init(dfdx, dfdy, dfdz);
};
@@ -84,7 +92,7 @@ __device__ unsigned int packUnorm4x8(float r, float g, float b, float a) {
float len = sqrtf(r*r + g*g + b*b + a*a);
// This is a Vec4 but i can't be bothered to make that its own struct/class; FIXME: maybe do that if we need to?
// This is a Vec4 but i can't be bothered to make that its own struct/class; FIXME: maybe do that if we need to? From Martin: We could use a Vec4 for rgba too, but I don't feel like it either
u.in[0] = round(r/len * 255.0f);
u.in[1] = round(g/len * 255.0f);
u.in[2] = round(b/len * 255.0f);
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