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Mar
13
comment Share a method to patch the discontinuous line in a image
@yode: Done. As I said, I was just looking for a quick&dirty estimate good enough for the optimization, not for a perfect tangent vector.
Mar
13
revised Share a method to patch the discontinuous line in a image
added 131 characters in body
Mar
13
revised Share a method to patch the discontinuous line in a image
added 219 characters in body
Mar
13
answered Share a method to patch the discontinuous line in a image
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
@Cham: If there is, it's not documented.
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
@Cham: It uses depth sorting only for exporting, and when you use transparency.
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
@Cham: Because it can't use hardware acceleration when exporting to a vector format. So it has to fall back to BSP tree rendering.
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
@Cham: As the documentation quote says, it only does that when you turn on transparency, and when it can't use hardware acceleration. If you render on screen, without transparency, it won't do that.
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
@Cham: Sorry for the car analogy, but that's like saying "my experience with my car has shown me that an automatic transmission wastes a lot of fuel. My plane uses too much fuel, so I'd like to turn of it's automatic transmission". Unless two systems use the same underlying algorithms and similar implementations, you can't transfer performance assumptions like that.
Mar
12
comment How to turn off depth sorting of 3D curves for Manipulate?
Yes @Cham, nobody understands what depth sorting is, not even Wikipedia.
Mar
11
comment How to turn off depth sorting of 3D curves for Manipulate?
My guess: because people are honestly trying to help you solve your performance problem and you just argue in response. For example: you seem to think that depth buffering is very expensive. Depth buffering requires one extra comparison per pixel, so there is some cost. But that cost only depends on the number of pixels drawn. So if you simplify your geometry (by using fewer PlotPoints), and performance gets better, depth buffering isn't your problem. But when someone suggested that in a comment, you just shouted "no! Thats not what i want". It seems you dont want to accept help...
Mar
11
revised How to turn off depth sorting of 3D curves for Manipulate?
added 615 characters in body
Mar
11
revised How to turn off depth sorting of 3D curves for Manipulate?
added 502 characters in body
Mar
11
answered How to turn off depth sorting of 3D curves for Manipulate?
Mar
11
comment How to turn off depth sorting of 3D curves for Manipulate?
Are you sure Mathematica even uses depth sorting? I'd have guessed it just uses the z-buffer any recent graphics hardware has in-built. The only reason to still use depth sorting is to render transparency correctly, IIRC.
Mar
11
comment Using mask to segment growing cells over multiple timepoints
PS: I tried the distance transform to find improved markers for the next frame, but wasn't overwhelmed by the results. I'll see if I can think of something else when I have a little more time...
Mar
11
comment Using mask to segment growing cells over multiple timepoints
@user13999: The only way to split watersheds is to use two markers instead of one. It shouldn't matter too much where in the two cells you place the markers. I placed the markers manually using LocatorPane. I can't tell if it worked immediately because it's so robust or because I got lucky. But as long as the border around/between the cells is brighter than anything in the cells, it should be robust.
Mar
11
answered Using mask to segment growing cells over multiple timepoints
Mar
7
answered How to select bottom three “norm” values and their corresponding matrices?
Mar
5
awarded  Nice Answer