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Beier-Neely
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// Core math for computing displacement of a pixel per Beier-Neely algorithm: | |
// http://graphics.cs.cmu.edu/courses/15-463/2004_fall/www/Papers/beier-neely.pdf | |
function computeDisplacement(p1, q1, p2, q2, x2) { | |
const len1 = distanceBetween(p1, q1), | |
len2 = distanceBetween(p2, q2), | |
u = dot(diff(x2, p2), diff(q2, p2)) / (len2 * len2), | |
v = dot(diff(x2, p2), perpendicular(diff(q2, p2))) / len2, | |
A = 10, | |
B = 1, | |
P = 0.1; | |
let dist = v, | |
weight; | |
const x1 = add( | |
add( | |
p1, | |
diff(q1, p1).map(function(d) { | |
return d * u; | |
}) | |
), | |
perpendicular(diff(q1, p1)).map(function(d) { | |
return d * v / len1; | |
}) | |
function computeDisplacement(p1, q1, p2, q2, x2) { | |
const len1 = distanceBetween(p1, q1), | |
len2 = distanceBetween(p2, q2), | |
u = dot(diff(x2, p2), diff(q2, p2)) / (len2 * len2), | |
v = dot(diff(x2, p2), perpendicular(diff(q2, p2))) / len2, | |
A = 10, | |
B = 1, | |
P = 0.1; | |
let dist = v, | |
weight; | |
const x1 = add( | |
add( | |
p1, | |
diff(q1, p1).map(function(d) { | |
return d * u; | |
}) | |
), | |
perpendicular(diff(q1, p1)).map(function(d) { | |
return d * v / len1; | |
}) | |
); | |
if (u < 0) { | |
dist = distanceBetween(x2, p2); | |
} else if (u > 1) { | |
dist = distanceBetween(x2, q2); | |
} | |
return { | |
weight: Math.pow(Math.pow(len2, P) / (A + dist), B), | |
displacement: diff(x1, x2) | |
}; | |
} | |
function dot(a, b) { | |
return a[0] * b[0] + a[1] * b[1]; | |
} | |
function diff(a, b) { | |
return [a[0] - b[0], a[1] - b[1]]; | |
} | |
function add(a, b) { | |
return [a[0] + b[0], a[1] + b[1]]; | |
} | |
function perpendicular(a) { | |
return [-a[1], a[0]]; | |
} | |
function distanceBetween(a, b) { | |
var dx = b[0] - a[0], | |
dy = b[1] - a[1]; | |
return Math.sqrt(dx * dx + dy * dy); | |
} |
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