Closed mateuszbaran closed 3 years ago
@mateuszbaran thanks for the contribution. Can you give some reference or share some examples of what the weighted version does? I've never heard of it in the literature.
I have 3D binary images such that one of the axes is sampled at a different interval than other. I think I can just use weighting instead of resampling the image to make all axes sampled at the same interval. I don't have any references for that though.
Got it. I think we need to update the docstrings to reflect these options. Also the current docstrings are full of latex code and I think this could be erased in favour of a more succinct docstrings. These equations could go somewhere else in the docs since they don't render correctly in the terminal.
On Fri, Mar 5, 2021, 15:42 Mateusz Baran notifications@github.com wrote:
I have 3D binary images such that one of the axes is sampled at a different interval than other. I think I can just use weighting instead of resampling the image to make all axes sampled at the same interval. I don't have any references for that though.
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I've updated the docstring for GenericHausdorff
(that's the only thing touched by this PR). For the latex code, my general preference is to use Unicode symbols where possible (for example ℳ instead of \mathcal{M}
) but that's a separate issue. This is more readable and usually still renders correctly in Documenter.jl.
Yes that would be awesome. Maybe we could address this docstrings issue in a separate PR. I'll review the code carefully again soon.
On Fri, Mar 5, 2021, 16:17 Mateusz Baran notifications@github.com wrote:
I've updated the docstring for GenericHausdorff (that's the only thing touched by this PR). For the latex code, my general preference is to use Unicode symbols where possible (for example ℳ instead of \mathcal{M} ) but that's a separate issue. This is more readable and usually still renders correctly in Documenter.jl.
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Thanks @mateuszbaran for these great improvements.
I've added a possibility to make axis-weighted Hausdorff distance. It required very little tweaking :slightly_smiling_face: