??? I do not understand at all.
Within the new extended border, I need the pixels from the neighbor tiles.

Normally, if I have a big image,
I create the pyramids and finally create the tiles for all levels.

If I create the the tiles first and the pyramids for each tile  
individually, it is possible that the tiles are different.

What I mean is that tiling and pyramid building is not commutative,  
there is no guarantee that the result is identical.

Where is my false assumption ?





Quoting Simone Giannecchini <[email protected]>:

> Ciao Christian,
> andrea is right, the trick is to use a border extender of appropriate
> size which simply
> copies the border pixels over and over within the limits of the
> appropriate size of course
> which depends on the padding required by the interpolation, 1, 2 ,4
> etc. etc. (see the interpolation class).
>
> Simone.
> -------------------------------------------------------
> Ing. Simone Giannecchini
> GeoSolutions S.A.S.
> Founder
>
> Via Poggio alle Viti 1187
> 55054  Massarosa (LU)
> Italy
>
> phone: +39 0584962313
> fax:      +39 0584962313
> mob:    +39 333 8128928
>
>
> http://www.geo-solutions.it
> http://geo-solutions.blogspot.com/
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> http://twitter.com/simogeo
>
> -------------------------------------------------------
>
>
>
> On Wed, Feb 2, 2011 at 4:52 PM,  <[email protected]> wrote:
>> Quoting Andrea Aime <[email protected]>:
>>
>>> On Wed, Feb 2, 2011 at 3:16 PM,  <[email protected]> wrote:
>>>> and look at the pictures explaining bicubic and bilinear
>>>> interpolation. You cannot interpolate correctly pixels at your tile
>>>> borders (expect the tile border is also the border of the big image).
>>>>
>>>> Nearest neighbor interpolation uses the closet pixel, no calculations.
>>>> I assume your images are interpolated with this algorithm and that is
>>>> the reason why you are lucky.
>>>>
>>>> If a user runs in this problem with your architecture, we will have NO
>>>> solution. Personally I would add a big warning in the documentation.
>>>
>>> Normally in JAI chains that is solved by using a border extender of type
>>> "copy". Can't this be applied here too?
>>>
>>> Cheers
>>> Andrea
>>
>> I think not because the border is filled with the pixels from the
>> tile, but we need the pixels from the neighbor tiles here.
>>
>> Example.
>> Given a tile 10x10 and bicubic interpolation. This means 16 pixels are
>> the input for the calculation of one result pixel. Building a pyramid
>> means reduction of the tile to 5x5 which implies reducing 4 pixels to
>> one.
>> Lets start in the ULC.  Pixels (0,0), (1,0), (1,0) and (1,1) will be
>> replaced by a new pixel.
>> The bicubic interpolation needs all pixels in the range x = -1..2, y =
>> -1..2, giving a total of 16 pixels.
>> The -1 coordinates are the problem, so you have to load 3 neighbor
>> tiles, the upper one, the left one and a third one for  (-1,-1), the
>> tile touching at the ULC.
>>
>> Doing a bilinear interpolation calculating one pixel from 4 pixels
>> should be now problem as long as your width and height   are even.
>>
>> I think most pyramids are nearest neighbor or bilinar, working without
>> problems. Bicubic or even Spline interpolation may cause headache.
>>
>> Christian
>>
>>>
>>>
>>> --
>>> Ing. Andrea Aime
>>> Technical Lead
>>>
>>> GeoSolutions S.A.S.
>>> Via Poggio alle Viti 1187
>>> 55054  Massarosa (LU)
>>> Italy
>>>
>>> phone: +39 0584962313
>>> fax:     +39 0584962313
>>>
>>> http://www.geo-solutions.it
>>> http://geo-solutions.blogspot.com/
>>> http://www.linkedin.com/in/andreaaime
>>> http://twitter.com/geowolf
>>>
>>> -----------------------------------------------------
>>>
>>
>>
>>
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