I'm attempting to draw a graph using Cubic Hermite Splines. I grabbed the simple code to do so from this interpolation methods page.
Here is my code:
private float HermiteInterpolate(float y0, float y1, float y2, float y3, float mu)
{
var mu2 = mu * mu;
var a0 = -0.5f * y0 + 1.5f * y1 - 1.5f * y2 + 0.5f * y3;
var a1 = y0 - 2.5f * y1 + 2f * y2 - 0.5f * y3;
var a2 = -0.5f * y0 + 0.5f * y2;
var a3 = y1;
return (a0 * mu * mu2) + (a1 * mu2) + (a2 * mu) + a3;
}
With this data (y-values, from 0-1, x-values are distributed evenly from 0-21):
0, 0.09448819, 0.1102362, 0.1338583, 0.1811024, 0.2283465 ,0.3543307, 0.4645669, 0.480315, 0.480315, 0.527559, 0.527559, 0.527559, 0.527559, 0.527559, 0.527559, 0.6062992, 0.6377953, 0.6377953, 0.6377953, 0.7480315
And here is the result:
The problem is, at some areas of the graph, the line goes downward. Looking at the data, it never decreases. I don't know if the algorithm is supposed to do this, but for what I am working on, I want the lines to never go downward (and if I was drawing the graph by hand, I would never make them point downward anyway).
So,
- Is there something wrong with the graphing?
- Is the algorithm supposed to do this? If so, is there one where this doesn't happen?
- I have tried cosine interpolation, but didn't like how it turned out.
Here is the actual graphing function:
public void DrawGraph(IList<float> items)
{
for (var x = 0; x < Width; x++)
{
var percentThrough = (float)x / (float)Width;
var itemIndexRaw = items.Count * percentThrough;
var itemIndex = (int)Math.Floor(itemIndexRaw);
var item = items[itemIndex];
var previousItem = (itemIndex - 1) < 0 ? item : items[itemIndex - 1];
var nextItem = (itemIndex + 1) >= items.Count ? item : items[itemIndex + 1];
var nextNextItem = (itemIndex + 2) >= items.Count ? nextItem : items[itemIndex + 2];
var itemMu = FractionalPart(itemIndexRaw);
var pointValue = HermiteInterpolate(previousItem, item, nextItem, nextNextItem, itemMu);
WritePixel(x, (int)(pointValue * Height) - 1, (1 - FractionalPart(pointValue)), false);
WritePixel(x, (int)(pointValue * Height), 1.0f, false);
WritePixel(x, (int)(pointValue * Height) + 1, FractionalPart(pointValue), false);
}
}