Distance-based sparse interpolation weights and per-frame signal smoothing on triangulated meshes. More...
#include "../disp3D_global.h"#include <limits>#include <QSharedPointer>#include <QVector>#include <Eigen/Core>#include <Eigen/Sparse>

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Classes | |
| class | DISP3DLIB::Interpolation |
| This class holds methods for creating distance-based weight matrices and for interpolating signals. More... | |
Namespaces | |
| namespace | DISP3DLIB |
| 3-D brain visualisation using the Qt RHI rendering backend. | |
Macros | |
| #define | FLOAT_INFINITY std::numeric_limits<float>::infinity() |
Distance-based sparse interpolation weights and per-frame signal smoothing on triangulated meshes.
SPDX-License-Identifier: BSD-3-Clause Copyright (c) 2026 MNE-CPP Authors
Given the geodesic distance table produced by GeometryInfo, Interpolation builds a sparse n_vertices x n_sources weight matrix in which each vertex's row contains only those sources within cancelDist metres. Weights fall off through one of four radial basis functions selectable at runtime: linear, gaussian, square (negative parabola) and cubic (cubic hyperbola).
interpolateSignal multiplies the precomputed matrix by a per-frame source / sensor vector to produce smoothed per-vertex values; the matrix is built once per scene and reused on every real-time frame in RtSourceDataWorker and RtSensorDataWorker, keeping per-frame cost at one sparse mat-vec.
Definition in file interpolation.h.
| #define FLOAT_INFINITY std::numeric_limits<float>::infinity() |
Definition at line 59 of file interpolation.h.