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interpolation.h File Reference

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()

Detailed Description

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

Author
Christoph Dinh chris.nosp@m.toph.nosp@m..dinh.nosp@m.@mne.nosp@m.-cpp..nosp@m.org
Since
2.0.0
Date
March 2026

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.

Macro Definition Documentation

◆ FLOAT_INFINITY

#define FLOAT_INFINITY   std::numeric_limits<float>::infinity()

Definition at line 59 of file interpolation.h.