Constellation: Connectivity-based Structural Parcellation


sparseMatrixSmoothing.h
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1#ifndef CONSTELLATION_SPARSEMATRIXSMOOTHING_H
2#define CONSTELLATION_SPARSEMATRIXSMOOTHING_H
3
4#include <aims/sparsematrix/sparseordensematrix.h>
6#include <aims/mesh/surface.h>
7#include <aims/mesh/texture.h>
8
9namespace constel {
10
13 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
14 double distanceThreshold, const TimeTexture<int32_t> &patches,
15 int32_t patch);
16
19 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
20 double distanceThreshold, const TimeTexture<int16_t> &patches,
21 int32_t patch);
22
25 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
26 double distanceThreshold, const TimeTexture<int32_t> &patches,
27 int32_t patch);
28
31 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
32 double distanceThreshold, const TimeTexture<int16_t> &patches,
33 int32_t patch);
34
37 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
38 double distanceThreshold, const TimeTexture<int32_t> &patches,
39 int32_t patch);
40
43 const AimsTimeSurface<3,Void> &mesh, double connectivityThreshold,
44 double distanceThreshold, const TimeTexture<int16_t> &patches,
45 int32_t patch);
46
48 aims::SparseMatrix &matrix,
49 const AimsSurfaceTriangle &aimsMesh, float distthresh,
50 float wthresh = 0.0);
51
53 aims::SparseMatrix &matrix,
54 const AimsSurfaceTriangle &aimsMesh, float distthresh,
55 float wthresh = 0.0);
56
57} // namespace constel
58
59#endif // ifndef CONSTELLATION_SPARSEMATRIXSMOOTHING_H
60
void sparseMatrixDiffusionSmoothing(carto::rc_ptr< aims::SparseMatrix > matrix, const AimsTimeSurface< 3, Void > &mesh, double connectivityThreshold, double distanceThreshold, const TimeTexture< int32_t > &patches, int32_t patch)
void sparseMatrixGaussianSmoothingNormed(aims::SparseMatrix &matrix, const AimsSurfaceTriangle &aimsMesh, float distthresh, float wthresh=0.0)
void sparseMatrixGaussianSmoothing(aims::SparseMatrix &matrix, const AimsSurfaceTriangle &aimsMesh, float distthresh, float wthresh=0.0)
AIMSDATA_API AimsTimeSurface< 3, Void > AimsSurfaceTriangle