shorthand for Nbase
shorthand for Nbase
Number of points on a face in one dimension (even number).
Number of points on a face in one dimension (even number).
number of pixels
number of pixels
given face and angles returns the local index
given face and angles returns the local index
pixel index from angles on the sphere
pixel index from angles on the sphere
colatitude (0<theta<Pi)
azimuth (0<phi<2Pi)
pixel index
transformation from local CubedSphere coordinates to pixel number
transformation from local CubedSphere coordinates to pixel number
convert face (I,J) coordinates to local (q,i,j) ones for bin numbers
convert face (I,J) coordinates to local (q,i,j) ones for nodes numbers
get face number from Point on the sphere
get face number from Point on the sphere
get face number from angles
get face number from angles
get face and quadrant numbers for point p
get local coordinates (f,q,i,j) for point p
get quadrant number from point p and face
check pixel number is valid
check pixel number is valid
convert local (q,i,j) coordinates to face ones (I,J) for bin numbers
convert local (q,i,j) coordinates to face ones (I,J) for nodes
Largest possible index of the pixelization .
Largest possible index of the pixelization . Do not use to access data. use CubedSphere.pixNums instead
Number of points on one face in one dimension (even number)
List of neighbour indices
List of neighbour indices
pixel index
Array of pixel indices (variable size)
pixel center angles for a given index
pixel center angles for a given index
pixel index
size 2 Array of angles [theta,phi] (see header for conventions)
transformation from pixel number to local coordinates
transformation from pixel number to local coordinates
list of valid pixel indices for this pixelization (do not assume it is contiguous)
list of valid pixel indices for this pixelization (do not assume it is contiguous)
an indexedseq of indices
output pixel centers into file
given a pixel number write all neigbour indices into a file named "neighbours.txt"
given a pixel number write all neigbour indices into a file named "neighbours.txt"
automatic translation to 8 neighbouring indices putting -1 if there is less.
automatic translation to 8 neighbouring indices putting -1 if there is less.
undefined behaviour if more than 8
The SimilAr Radius Sphere pixelization
based on this paper (also available in the doc directory). This is not the full construction but the one described at the very beginning of section 3.3.
It relies on the projection of the faces of an inscribed cube that are further subdivided into 4 quadrants. Althought not having exact same areas pixels have quite compact inner and outer radii (see note).
The face numbering convention is the following :
The quadrant numbering convention (on face 0) is
is in the form (face,quadrant,i,j) where face is in [0,5] , quadrant in [0,3] and (i,j) in [0,Nbase/2-1]local index
is the CubedSphere one in the form (face,I,J)face index
angles on the sphere are in radians in classical spherical conventions, ie. 0<theta<Pi and 0<phi<2Pi(theta,phi)
There are 6 Nbase2 pixels per face and 6 Nbase2 pixels on the entire sphere
Author:
Stephane Plaszczynski
https://arxiv.org/abs/2012.08455