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The original use of interpolation polynomials was to approximate values of important transcendental functions such as natural logarithm and trigonometric functions.Starting with a few accurately computed data points, the corresponding interpolation polynomial will approximate the function at an arbitrary nearby point.
In mathematics, Neville's algorithm is an algorithm used for polynomial interpolation that was derived by the mathematician Eric Harold Neville in 1934. Given n + 1 points, there is a unique polynomial of degree ≤ n which goes through the given points. Neville's algorithm evaluates this polynomial.
In numerical analysis, the ITP method, short for Interpolate Truncate and Project, is the first root-finding algorithm that achieves the superlinear convergence of the secant method [1] while retaining the optimal [2] worst-case performance of the bisection method. [3]
Aitken interpolation is an algorithm used for polynomial interpolation that was derived by the mathematician Alexander Aitken. It is similar to Neville's algorithm . See also Aitken's delta-squared process or Aitken extrapolation .
In the mathematical field of numerical analysis, De Casteljau's algorithm is a recursive method to evaluate polynomials in Bernstein form or Bézier curves, named after its inventor Paul de Casteljau. De Casteljau's algorithm can also be used to split a single Bézier curve into two Bézier curves at an arbitrary parameter value.
This product is a monic polynomial of degree n. It may be shown that the maximum absolute value (maximum norm) of any such polynomial is bounded from below by 2 1−n. This bound is attained by the scaled Chebyshev polynomials 2 1−n T n, which are also monic. (Recall that |T n (x)| ≤ 1 for x ∈ [−1, 1]. [5])
Download QR code; Print/export ... One can use Lagrange polynomial interpolation to find an expression for this polynomial, = ... show Example implementation in R:
Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, [1] [2] video game engines, [3] and machine learning. [ 4 ] The function depends on three parameters, the input x , the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge.