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 Algorithms for Random XYZ to regular grid
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chrisbrace

Bath, B&NES, UK
2 Posts

Posted - 12/09/1998 :  7:33:00 PM  Show Profile  Edit Topic  Reply with Quote  View user's IP address  Delete Topic
Hello,
Is there any way of adding more algorithms for the conversion of random XYZ data into a regular grid for surface or contour plotting?

I am particularly interested in Dirichlet (Voronoi) tessellation (http://www.stats.bris.ac.uk/~peter/Tile.html) as this appears to have good properties (smooth, surface passes through all data points, handles clustered data well etc)

Perhaps someone already has a script to allow new algorithms to be included? I don't script habitually so perhaps this is a trivial excercise to the initiated?

Regards
Chris

http://www.bath.ac.uk/~enscjb/

greg

USA
1379 Posts

Posted - 12/10/1998 :  3:47:00 PM  Show Profile  Edit Reply  Reply with Quote  View user's IP address  Delete Reply
The type of contouring you cited is based on polygons in three dimensional space. While Origin could plot the vertices of these polygons (once calculated) as 3D Scatter points, Origin has no way to represent the surface since all our surface plots are based on a rectangular grid or matrix.
Calculating those vertices in a programmatic way would be a challenge in itself (the web site you mentioned has apparently solved this part with some Fortran code), but using LabTalkTM to do those calculations would be terribly inefficient. LabTalkTM is an interpreted language with some notations that allow for speedier vector math, but is by no means suited to this task.

The Origin Professional package includes documentation and sample code to compile DLLs using Visual C++ (or any compiler that can generate Windows DLLs and can provide _cdecl callback prototypes) that can work with Origin and was designed for just this purpose.

While I've still left you with the problem, at least you now know you are looking for an Origin Professional user who has written a DLL that handles Dirichlet/Voronoi/Thiessen tesselation or Delauney triangulation.

[This message has been edited by Greg (edited 12-10-98).]

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