terrain op• Data kinds: mesh → matrix
• Call: import fullseye as fs; fs.ledger.displacement_band_weights(V, F, wavelengths=(0.06, 0.03, 0.015, 0.0075, 0.00375), *, nyquist: 'float' = 2.0, fade: 'float' = 1.0, local_edge=None) -> 'np.ndarray' (to call the implementation directly, import render3d; render3d.displacement_band_weights(V, F, wavelengths=(0.06, 0.03, 0.015, 0.0075, 0.00375), *, nyquist: 'float' = 2.0, fade: 'float' = 1.0, local_edge=None) -> 'np.ndarray'; from the registry, ops3d.get("displacement_band_weights"))
Per-octave, per-vertex band gate `(K, N)` in [0,1]: 1 where the mesh can carry the
> The detailed description below is the original text — the summary and the headings are translated.
wavelength as geometry, 0 where it would alias.
A vertex with local edge length `e (mean incident edge, :func:mesh_edge_lengths`,
or `local_edge (N,) if given) carries wavelength λ only when λ ≥ nyquist·e`;
the gate rises linearly from 0 at `λ = nyquist·e to 1 at λ = (nyquist+fade)·e`
(`fade=0` → hard cut). Used two ways by the Itokawa pipeline: (i) on the *rendered*
mesh to decide which octaves may be displaced (the rest go to bump normals); (ii) on
the *source* model to measure which wavelengths the real data already carries — the
complement `1 − gate` is the synthetic-relief weight (0 where the data are fine,
1 where they are coarse), so dense regions are not double-textured. Deterministic.
計算は `ratio = λ_k / e_i に対し、fade == 0 なら gate = (ratio ≥ nyquist)` の
二値、それ以外は `gate = clip((ratio − nyquist) / fade, 0, 1)`。返り値は float64
`(K, N)`(K = 波長数、N = 頂点数)。
• `wavelengths: メッシュ単位の波長列(空・非正・非有限は ValueError`)。
`mesh_displace_spectrum` と同じ列を渡す。
• `nyquist`: 「幾何として担える」と見なす波長/辺長比の下限(既定 2 = 1 波長に
2 辺)。0 以下は `ValueError`。
• `fade: 遷移幅(辺長の倍数)。0 で硬い閾値。負は ValueError`。
• `local_edge: 頂点ごとの辺長 (N,) を自分で与える場合(mesh_edge_lengths` の
`per='vertex' 相当)。長さ不一致・非正・非有限は ValueError。None` なら
内部で :func:mesh_edge_lengths を呼ぶ。
`mesh_displace_spectrum` は内部でこの関数を呼ぶので、通常は直接呼ぶ必要はない。直接
使うのは、元データが既に担っている波長を測って `1 − gate を weights` として渡す
(細かい所に合成起伏を二重に載せない)ときと、`bump_normals_fbm` へ回す残りを
決めるとき。
• Sample-data catalog (download URLs / licences) — 2-D uses skimage.data (BSD/public domain) plus synthetic images; 3-D lists download URLs for real data sources (Stanford, PDS, …).
• Operator provenance and references — the sources of the research/methods this op family came from.
• itokawa_regolith_hero — py -3.11 examples_3d/itokawa_regolith_hero.py
matrix as input)terrain)mesh_displace_fbm · terrain_region_mask · mesh_scatter_boulders · mesh_edge_lengths · mesh_subdivide · mesh_displace_spectrum · bump_normals_fbm
*Provenance: render3d.py — 3D operator registry. This per-op note is generated by tools/opdocs.py md (do not hand-edit).*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.