Excel chart smoothing algorithm - algorithm

I need to smooth my "chart builder" programmically in javascript. Excel variant of doing it is pretty good but I have no suggestion of what algorithm used. I try to get VBA code of doing it by writing macros but all I have got is (expected) ActiveChart.SeriesCollection(1).Smooth = True
Is anybody know what algorithm does Microsoft Excel use to smooth chart or the way of looking its code?
UPD: for those who find this question and have the same problem i can recommend this SVG solution with javascript source code

Splines are used to do this:
http://en.wikipedia.org/wiki/Spline_interpolation
I'm not sure if Excel uses exactly this but cubic splines are often used for this kind of 'join the dots' problem. Essentially you fit a set of cubic polynomials (i.e. a set of cubic equations) through the points. Each cubic is used for one or two regions bounded by two or three points. The cubics are defined by preserving not only the value but the gradient at each point where one cubic finishes and the next one starts. Quite often the second derivative is set to zero which gives you another boundary condition and better smoothness.

Related

SVG convert polygon to curves conversion in Javascript

How can I convert a polygon shape to a curve in JS/SVG?
I have seen this solution: http://jsdraw2d.jsfiction.com/ but this seems to be dealing with VML and not SVG.
Is there something out-of-the-box that can be used to accurately convert a polygon to a path without ANY loss of quality?
When I say path I don't mean a path with >4000 nodes. I mean a path with curves instead of many nodes. Which in turn means reducing the node count since the polygons would be converted into curves.
I assume, that while polygonizing, you sampled points on the curve, and joined them with straight lines.
The reverse process is curve fitting.
You want to do a "Hermite fitting of curve through a set of points". A little search will help you out.
There are more such fitting algorithms. This is maths based and the under the hood solution to what you want. This is also how most such problems are solved.
If you want a quick solution, you would have to find a library that does it for you. i.e take a set of points, and fits a curve through them.
Note: I assume that fitting a curve through more than 4000 nodes is going to be costly. You could try it and see the performance for yourself, as I am not sure how costly would this be. But, I would suggest that if you needed to maintain the accuracy of your boolean operation. You should not have polygonized them at first. It is just redundancy of efforts to lose accuracy only to gain it back. Boolean set operations can be be done, and are done, without polygonizing the curve data.
Links for reference, and demos
http://en.wikipedia.org/wiki/Spline_interpolation
http://www.math.ucla.edu/~baker/java/hoefer/Spline.htm
http://www.math.ucla.edu/~baker/java/hoefer/Lagrange.htm

What does RiBasis which is described in RenderMan mean?

I'm working on a plugin of 3ds Max. In this plugin, I export the geometry information into a .rib file which can be rendered by a RenderMan renderer. When I export a nubrs curve's data into .rib file described by RiBasis and RiCurve. I use the RtBsplineBasis in RiBasis, but I get the wrong result that the rendered curve is short than the result of 3ds Max's renderer. Then I reprint the first and the last control vertex, the curve is long enough, but its shape is a little different.Who can tell me how I get wrong result or what does RiBasis mean? How can get correct RiBasis? Thank u very much!
RiCurve draws a cubic spline. The control points do not uniquely determine the curve; you also need the basis, which is expressed as a 4x4 matrix -- one matrix give the coefficients you need for a B-spline, Bezier, Catmull-Rom, and so on, and of course you can also supply the matrix yourself for some kind of hybrid interpolant that isn't quite one of the standard 3 or 4. The basis determines the character of the spline -- whether the curve is guaranteed to go through the control points or is merely approximating, the degree of continuity, the "tension", and so on.
There is a great discussion in one of the appendices of "The RenderMan Companion," including numeric examples of how different basis matrices affect the interpolation.
It sounds like you requested a B-spline basis, which is approximating (not interpolating) and continuous in both 1st and 2nd derivatives. Maybe that's not what you had in mind. It's hard to tell, since you didn't describe the properties of the spline that you were hoping for.
As an aside, approximating an arbitrary NURBS curve with a nonrational cubic is not always going to give you an exact match. Something else to keep in mind.

Recognizing distortions in a regular grid

To give you some background as to what I'm doing: I'm trying to quantitatively record variations in flow of a compressible fluid via image analysis. One way to do this is to exploit the fact that the index of refraction of the fluid is directly related to its density. If you set up some kind of image behind the flow, the distortion in the image due to refractive index changes throughout the fluid field leads you to a density gradient, which helps to characterize the flow pattern.
I have a set of routines that do this successfully with a regular 2D pattern of dots. The dot pattern is slightly distorted, and by comparing the position of the dots in the distorted image with that in the non-distorted image, I get a displacement field, which is exactly what I need. The problem with this method is resolution. The resolution is limited to the number of dots in the field, and I'm exploring methods that give me more data.
One idea I've had is to use a regular grid of horizontal and vertical lines. This image will distort the same way, but instead of getting only the displacement of a dot, I'll have the continuous distortion of a grid. It seems like there must be some standard algorithm or procedure to compare one geometric grid to another and infer some kind of displacement field. Nonetheless, I haven't found anything like this in my research.
Does anyone have some ideas that might point me in the right direction? FYI, I am not a computer scientist -- I'm an engineer. I say that only because there may be some obvious approach I'm neglecting due to coming from a different field. But I can program. I'm using MATLAB, but I can read Python, C/C++, etc.
Here are examples of the type of images I'm working with:
Regular: Distorted:
--------
I think you are looking for the Digital Image Correlation algorithm.
Here you can see a demo.
Here is a Matlab Implementation.
From Wikipedia:
Digital Image Correlation and Tracking (DIC/DDIT) is an optical method that employs tracking & image registration techniques for accurate 2D and 3D measurements of changes in images. This is often used to measure deformation (engineering), displacement, and strain, but it is widely applied in many areas of science and engineering.
Edit
Here I applied the DIC algorithm to your distorted image using Mathematica, showing the relative displacements.
Edit
You may also easily identify the maximum displacement zone:
Edit
After some work (quite a bit, frankly) you can come up to something like this, representing the "displacement field", showing clearly that you are dealing with a vortex:
(Darker and bigger arrows means more displacement (velocity))
Post me a comment if you are interested in the Mathematica code for this one. I think my code is not going to help anybody else, so I omit posting it.
I would also suggest a line tracking algorithm would work well.
Simply start at the first pixel line of the image and start following each of the vertical lines downwards (You just need to start this at the first line to get the starting points. This can be done by a simple pattern that moves orthogonally to the gradient of that line, ergo follows a line. When you reach a crossing of a horizontal line you can measure that point (in x,y coordinates) and compare it to the corresponding crossing point in your distorted image.
Since your grid is regular you know that the n'th measured crossing point on the m'th vertical black line are corresponding in both images. Then you simply compare both points by computing their distance. Do this for each line on your grid and you will get, by how far each crossing point of the grid is distorted.
This following a line algorithm is also used in basic Edge linking algorithms or the Canny Edge detector.
(All this are just theoretic ideas and I cannot provide you with an algorithm to it. But I guess it should work easily on distorted images like you have there... but maybe it is helpful for you)

Library for generating cubic spline trajectories (not interpolation)?

A little background. I have a simulation that uses cubic splines for 1D trajectories. In this context, a cubic spline specifies an object's position, velocity, acceleration, and jerk as a function of time.
If you have:
initial and final values for
position, velocity, acceleration, and
time
constant-value constraints on
the maximum and minimum velocity,
acceleration, and jerk
then there is a unique spline. If you don't specify the final time, but instead want the minimum-time trajectory, then there is also a unique spline.
Actually finding these splines can be a royal pain, though. In the case where time is specified, a spline will consist of up to 7 polynomials, and the knots (transition points between polynomials) aren't known ahead of time.
This is not the usual case of fitting a spline to a set of data, it's creating splines from the boundary conditions and some additional constraints. I've read papers where people have used similar arrangements and have had similar needs, but I've never found any libraries (or even source code) that tackles generating splines of this sort. I've written some code that handles most cases, but it isn't terribly robust or fast. I'm not very worried about it being fast, but more robust would be great.
Are there any libraries that can do this available? Open source code, even if not built as a library? C, C++, Java, or Python preferred, but if it's open source other languages would still be useful as a reference.
There is a boost library for C++ that is open source and might get you half-way there.
It has all the basic building blocks you need I think (Legrendre/Laguerre/Hermite polynomials, root finding, etc...), though it comes short of actually calculating splines.
The library documentation is here so you can check for yourself: http://www.boost.org/doc/libs/1_45_0/libs/math/doc/html/index.html
The problem with splines is that you have to solve simultaneous linear equations to solve the conditions. If your situation has any more information about some of those derivatives, you may be able to use Piecewise Cubic Hermite Interpolation (PCHIP).
For example, instead of defining that jerk must be zero, you could come up with a different constraint, use PCHIP, and solve your problem greedily. Anyway, it's something to remember even if you can't use it this time.
http://www.mathworks.com/moler/interp.pdf
SciPy's interpolation functions might help... Plus you can get the derivatives or integrals of those splines easily... I'm not sure why you say "not interpolation"... It seems to me like that is what you are trying to accomplish.

Algorithm for following the path of ridges on a 3D image

I'm trying to find an algorithm (or algorithm ideas) for following a ridge on a 3D image, derived from a digital elevation model (DEM). I've managed to get very basic program working which just iterates across each row of the image marking a ridge line wherever it finds a large change in aspect (ie. from < 180 degrees to > 180 degrees).
However, the lines this produces aren't brilliant, there are often gaps and various strange artefacts. I'm hoping to try and extend this by using some sort of algorithm to follow the ridge lines, thus producing lines that are complete (that is, no gaps) and more accurate.
A number of people have mentioned snake algorithms to me, but they don't seem to be quite what I'm looking for. I've also done a lot of searching about path-finding algorithms, but again, they don't seem to be quite the right thing.
Does anyone have any suggestions for types or algorithms or specific algorithms I should look at?
Update: I've been asked to add some more detail on the exact area I'll be applying this to. It's working with gridded elevation data of sand dunes. I'm trying to extract the crests if these sand dunes, which look similar to the boundaries between drainage basins, but can be far more complex (for example, there can be multiple sand dunes very close to each other with gradually merging crests)
You can get a good estimate of the ridges using sign changes of the curvature. Note that the curvature will be near infinity at flat regions. Hence possible psuedo-code for a ridge detection algorithm could be:
for each face in the mesh
compute 1/curvature
if abs(1/curvature) != zeroTolerance
flag face as ridge
else
continue
(zeroTolerance is a number near but not equal to zero e.g. 0.003 etc)
Also Meshlab provides a module for normal & curvature estimation on most formats. You can test the idea using it, before you code it up.
I don't know how what your data is like or how much automation you need. This won't work if if consists of peaks without clear ridges (but then you probably wouldn't be asking the question.)
startPoint = highest point in DEM (or on ridge)
curPoint = startPoint;
line += curPoint;
Loop
curPoint = highest point adjacent to curPoint not in line; // (Don't backtrack)
line += point;
Repeat
Curious what the real solution turns out to be.
Edited to add: depending on the coarseness of your data set, 'point' can be a single point or a smoothed average of a local region of points.
http://en.wikipedia.org/wiki/Ridge_detection
You can treat the elevation as you would a grayscale color, then use a 2D edge recognition filter. There are lots of edge recognition methods available. The best would depend on your specific needs.

Resources