Dear Stephane,
I'm not the original author of the Texture codes so I am going by
memory but I think the basic idea is that the "Angle Space" is broken
into a number of bins based on the Laue Group (CubicOps.getODFSize())
(Only Cubic_High and Hexagonal_High are allowed) and each bin is given
the same chance of selection when asking for an angle. By adjusting the
weight to a larger value that bin will end up having a higher chance of
being selected (or something close to that). Dr. Groeber's thesis may
better explain the algorithm. One can also look in the
Texture::CalculateCubicODFData function located in the
OrientationLib/Texture/Texture.hpp file.
The "Sigma" value will spread the chance over the sigma value of bins.
For example, if you use Sigma = 1 (must be an integer) then the only
chance will be from that particular angle bin itself. If you use Sigma =
2 then the 2 neighboring bins will have a higher chance of being
selected, so in effect using a larger value for sigma will spread out
the "hot spots" in the pole figure. I hope all of this makes some sense.
I have added the features to allow the user to set the Weight and Sigma
values when writing the ODF file. If you are keeping up with the develop
branches on all the repos you should be good to use it or you can try
out a nightly build from the usual spot
(
http://dream3d.bluequartz.net/binaries/experimental)
--
Michael A. Jackson
BlueQuartz Software, LLC
[e]:
mike.j...@bluequartz.net