Hi Phil,
When I looked into this, I got distracted by the fact that the output
coordinate calculation is currently thrown off if the axes are in
warp-on-demand mode (which is automatic for the overlay when
it does not have the same grid as the underlay).
This is something that people probably see often, but I was not
really aware of. At any rate, it is fixed.
---
Both Neighbor styles use the same basic algorithm, but output
slightly different results (and only in the case of a Separation
Distance > 1). In either case, the extrema are determined and
sorted. Then for each extrema in the sorted list, if the Separation
Distance is greater than 1 (voxel, sorry), the "sphere" around that
voxel is handled as follows:
In the case of the Sort-n-Remove style, any other extrema within
the Separation Distance is removed. Note that sincethe list is
sorted, this removes "less important" extrema.
In the case of Weighted-Average, a center of mass is computed
from the extrema within the separation sphere. The voxel at this
location is output for the result (which is why it might have a much
less extreme value).
If you want to see the actual values that go into the weighted
average, they are printed in debug mode. Debug level 2 will not
show those values, but level 3 will.
Note that you will need updated binaries (dated after now) for the
extra output (and for the accurate coordinates in warp-on-demand
mode).
- rick