Referring to my previous question Check if a curve is closed
I would like to know how to reduce the thickness of the curve to a single pixel.
For example, imagine that every pixel is a green square, if I have this part of the curve:
Before - thickness of many pixels
I would like to be able to transform it like this:
After - 1 pixel
(or even variants, as long as if the stretch is continuous remains such)
My input will be a BufferedImage of a white curve on a black background.
The family of algorithms you are looking for is called skeletonization or homotopic thinning.
Homotopic thinning is a conditional erosion, where a pixel is not removed if removing it would break the topography.
Skeletonization can be implemented using homotopic thinning, but also in other ways. The result of a skeletonization is a one-pixel thick line that goes through the center of an object.
These are not trivial algorithms to implement. I am not going to explain how it works. You need to start using a library with image processing functionality. Don’t reinvent the wheel.
Related
I'm quite new to LibGDX and OpenGL, but I managed to make a simple liquid simulation using Box2D API. See this link (this is someone's else animation):
Physics Liquid
Currently I render the liquid particles as circles just like in the first image, but I want to make it look more natural like on the third one.
The answer might be to use distance field and I tried this approach, but with no effect. I'm drawing each particle as a texture using SpriteBatch class, but that can be changed. I made a texture (from a procedural Pixmap) that represents each particle as a filled circle, with alpha channel decreasing further from the center, so the effect is similar to the second picture.
Now, I must enable a threshold filter to alpha channel, something like: "draw only pixels with alpha > 0.5". This is post-processing step, because it matters what is the alpha channel of a pixel after all particles have been draw. Might or might not be done with shaders (ProgramShader), but after some research I still have no clue how to do this. Thanks for ANY help.
EDIT: this example explains the method, but it's implemented in ActionScript.
This can easily be done using shaders, but funny thing is that you don't need to write them.
"draw only pixels with alpha > 0.5" is also used while rendering distance field fonts (fonts which look good even when scaled up).
Follow this link : https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
Directly jump to the last step.
You should find exactly what you want.
Hope this helps.
I am trying write some lighting code for a Java2D isometric game I am writing - I have found a few algorithms I want to try implementing - one of which I found here:
here
The problem is that this sort of algorithm would require some optimal pixel-shading effect that I haven't found a way of achieving via Java2D. Preferably some method via the graphics hardware but if that isn't possible - at least a method of achieving the same effect quickly in software.
If that isn't possible, could someone direct me to a more optimal algorithm with Java2D in mind? I have considered per-tile lighting - however I find the drawPolygon method isn't hardware accelerated and thus performs very slowly.
I want to try and avoid native dependencies or the requirement for elevated permissions in an applet.
Thanks
I did a lot of research since I posted this question - there are tons of alternatives and JavaFX does intend (on a later release) to include its own shader language for those interested. There is also a ofcourse LWJGL that will allow you to load your own shaders onto the GPU.
However, if you're stuck in Java2D (as I am) it is still possible to implement lighting in an isometric game it is just 'awkward' because you cannot perform the light shading on a per-pixel level.
How it Looks:
I have achieved a (highly unpolished - after some polishing I can assure you it will look great) effect for casting shadows, depth sorting the light map, and applying the lighting without experiencing a drop in frame-rate. Here is how it looks:
You'll see in this screen-shot a diffuse light (not shaded in but that step I'd say is relatively easy in contrast to the steps to get there) casting shadows - the areas behind the entities that obstructs the light's passage BUT also in the bounds of the light's maximum fall-out is shaded in as the ambient lighting but in reality this area is passed to the lights rendering routine to factor in the amount of obstruction that has occurred so that the light can apply a prettier gradient (or fading effect of some sort.)
The current implementation of the diffuse lighting is to just simply render obstructed regions the ambient colour and render non-obstructed regions the light's colour - obviously though you'd apply a fading effect as you got further from the light (that part of the implementation I haven't done yet - but as I said it is relatively easy.)
How I did it:
I don't guarantee this is the most optimal method, but for those interested:
Essentially, this effect is achieved by using a lot of Java shape operations - the rendering of the light map is accelerated by using a VolatileImage.
When the light map is being generated, the render routine does the following:
Creates an Area object that contains a Rectangle that covers the
entirety of the screen. This area will contain your ambient
lighting.
It then iterates through the lights asking them what their
light-casting Area would be if there were no obstructions in the way.
It takes this area object and searches the world for Actors\Tiles
that are contained within that area that the light would be cast in.
For every tile that it finds that obstructs view in the light's casting area, it will calculate the difference in the light source's position and the obstruction's
position (essentially creating a vector that points AT the
obstruction from the light source - this is the direction you want to cast your shadow) This pointing vector (in world
space) needs to be translated to screen space.
Once that has been done, a perpendicular to that vector is taken and
normalized. This essentially gives you a line you can travel up or
down on by multiplying it by any given length to travel the given direction in. This vector is
perpendicular to the direction you want to cast your shadow over.
Almost done, you consturct a polygon that consists of four points.
The first two points are at the the base of the screen coordinate of
your obstruction's center point. To get the first point, you want to
travel up your perpendicular vector (calculated in 5) a quantity of
half your tile's height [ this is a relatively accurate
approximation though I think this part of the algorithm is slightly
incorrect - but it has no noticable decay on the visual effect] -
then ofcourse add to that the obstructions origin. To get the
second, you do the same but instead travel down.
The remainder of the two points are calculated exactly the same way -
only these points need to be projected outward in the direction of
your shadow's projection vector calculated in 4. - You can choose any large amount to project it outwards by - just as long as it reaches at least outside of you light's casting area (so if you just want to do it stupidly multiply your shadow projection vector by a factor of 10 and you should be safe)
From this polygon you just constructed, construct an area, and then
invoke the "intersect" method with your light's area as the first
argument - this will assure that your shadows area doesn't reach
outside of the bounds of the area that your light casts over.
Subtract from your light's casting the shadow area you constructed
above. At this point you now have two areas - the area where the
light casts unobstructed, and the area the light casts over
obstructed - if your Actors have a visibility obstruction factor
that you used to determine that a particular actor was obstructing
view - you also have the grade at which it obstructs the view that
you can apply later when you are drawing in the light effect (this will allow you to chose between a darker\brighter shade depending on how much light is being obstructed
Subtract from your ambient light area you constructed in (1) both
the light area, and the obstructed light area so you don't apply
the ambient light to areas where the lighting effect will take over
and render into
Now you need to merge your light map with your depth-buffered world's render routine
Now that you've rendered you're light map and it is contained inside of a volatile image, you need to throw it into your world's render routine and depth-sorting algorithm. Since the back-buffer and the light map are both volatileimages, rendering the light map over the world is relatively optimal.
You need to construct a polygon that is essentially a strip that contains what a vertical strip of your world tiles would be rendered into (look at my screen shot, you'll see an array of thin diagonal lines seperating these strips. These strips are what I am referring). You can than render parts of this light map strip by strip (render it over the strip after you've rendered the last tile in that strip since - obviously - the light map has to be applied over the map). You can use the same image-map just use that strip as a clip for Graphics - you will need to translate that strip polygon down per render of a strip.
Anyway, like I said I don't guarantee this is the most optimal way - but so far it is working fine for me.
The light map is applied p
I am new to android, and my group is currently creating a graphing application using a GlSurfaceView using opengl es 2.0.
We have recently displayed the grid and tickmarks on the plot and now I have been assigned the task to implement a numeric scale and labeling the x and y axis as "X" and "Y".
After doing a lot of research I have determined to accomplish this by rendering a string of characters to a bitmap. I have encountered many problems in achieving this. I understand the basic concept. I know I will need the alphanumeric characters "0123456789" and "XY"and"-"(for the -x and -y scale). I have seen many different examples and have tried extensively to follow JVitella's example here here
I am beginning to grasp the concept but as far as the my string goes I know I have 13 characters so how large should my bitmap be?
Also in Jvitelas example I am dumbfounded by the code:
Drawable background = context.getResources().getDrawable(R.drawable.background);
I dont understand what exactly is going on and when I code this I recieve a syntax error on context.
For my application I understand I would need to save the string into a bit map much like this. I would create a bitmap but how big should it be? Then I create a canvas from the bitmap and canvas.drawText into the bitmap.
[ 0 1 2 3 4 ]
| 5 6 7 8 9 |
[ X Y Z ]
Basically I am asking:
How to achieve the following bit map above?
How would I draw single digit numbers from the bit map?
How would I draw numbers with more than one digit?
You're asking a lot of questions, but I'll try to answer a few:
so how large should my bitmap be?
It's really up to you, depending on how crisp you want the text to be. You could allocate a huge bitmap with hundreds of pixels for each character that would zoom very well, or a very small bitmap with limited resolution. I'd say whatever "font size" you want to have, allocate at least that many pixels in height for each character. So if you want to draw something with a font size of "20", then maybe you need a bitmap 5x20 by 3x20 or 100x60.
How would I draw single digit numbers from the bit map?
You'll draw a quad with opengl in the place where you want to draw a letter, and you use the texture coordinates of that quad to pick a letter.
For example if I want to draw an X, then you draw a quad on the screen, and assign it's texcoords from (0,0) to (0.2, 0.33), which selects the left 1/5th of the texture, and the bottom 1/3rd of the texture. You'll see how a box like this lines up with the position of the "X" in your texture.
How would I draw numbers with more than one digit?
You just draw two independent single digits right next to each other.
If your only goal here is to draw text in Android, it might be easier to just use a FrameLayout, and layer TextViews overtop of your GLSurfaceView. OpenGL isn't designed for text which makes it somewhat cumbersome.
I am attempting to create a "hole in the fog" effect. I have a background grid image, overlapped onto that I have a "fog" texture that I use to show that certain areas are not in view. I am attempting to cut a chunk out of "fog" that will show the area that is currently in view. I am trying to "mask" a part of the fog off the screen.
I made some images to help explain what I am after:
Background:
"Mask Image" (The full transparency has to be on the inside and not the outer rim for what I am going to use it for):
Fog (Sorry, hard to see.. Mostly Transparent):
What I want as a final Product:
I have tried:
Stencil-Buffer: I got this fully working except for one fact... I wasn't able to figure out how to retain the fading transparency of the "mask" image.
glBlendFunc: I have tried many different version of the parameters and many other methods with it (glColorMask, glBlendEquation, glBlendFuncSeparate) I started by using some parameter that I found on this website: here. I used the "glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);" as this seemed to be what I was looking for but... This is what ended up happening as a result: (Its hard to tell what is happening here but... There is fog covering the grid in the background. Though, the mask is just ending up as an fully opaque black blob when its supposed to be a transparent part in the fog.
Some previous code:
glEnable(GL_BLEND); // This is not really called here... It is called on the init function of the program as it is needed all the way through the rendering cycle.
renderFogTexture(delta, 0.55f); // This renders the fog texture over the background the 0.55f is the transparency of the image.
glBlendFunc(GL_ZERO, GL11.GL_ONE_MINUS_SRC_ALPHA); // This is the one I tried from one of the many website I have been to today.
renderFogCircles(delta); // This just draws one (or more) of the mask images to remove the fog in key places.
(I would have posted more code but after I tried many things I started removing some old code as it was getting very cluttered (I "backed them up" in block comments))
This is doable, provided that you're not doing anything with the alpha of the framebuffer currently.
Step 1: Make sure that the alpha of the framebuffer is cleared to zero. So your glClearColor call needs to set the alpha to zero. Then call glClear as normal.
Step 2: Draw the mask image before you draw the "fog". As Tim said, once you blend with your fog, you can't undo that. So you need the mask data there first.
However, you also need to render the mask specially. You only want the mask to modify the framebuffer's alpha. You don't want it to mess with the RGB color. To do that, use this function: glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE). This turns off writes to the RGB part of the color; thus, only the alpha will be modified.
Your mask texture seems to have zero where it is visible and one where it isn't. However, the algorithm needs the opposite, so you should either fix your texture or use a glTexEnv mode that will effectively flip the alpha.
After this step, your framebuffer should have an alpha of 0 where we want to see the fog, and an alpha of 1 where we don't.
Also, don't forget to undo the glColorMask call after rendering the mask. You need to get those colors back.
Step 3: Render the fog. That's easy enough; to make the masking work, you need a special blend mode. Like this one:
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA, GL_ZERO, GL_ONE);
The separation between the RGB and A blend portions is important. You don't want to change the framebuffer's alpha (just in case you want to render more than one layer of fog).
And you're done.
The approach you're currently taking will not work, as once you draw the fog over the whole screen, there's no way to 'erase' it.
If you're using fixed pipeline:
You can use multitexturing (glTexEnv) with fixed pipeline to combine the fog and circle textures in a single pass. This function is probably kind of confusing if you haven't used it before, you'll probably have to spend some time studying the man page. You'll do something like bind fog to glActiveTexture 0, and mask to glActiveTexture 1, enable multitexturing, and then combine them with glTexEnv. I don't remember exactly the right parameters for this.
If you're using shaders:
Use a multitexturing shader where you multiply the fog alpha with the circle texture (to zero out the alpha in the circle region), and then blend this combined texture into the background in a single pass. This is probably a more conceptually easy approach, but not sure if you're using shaders.
I'm not sure there's a way you can do this where you draw the fog and the mask in separate passes, as they both have their own alpha values, it will be difficult to combine them to get the right color result.
What is the best way to identify an image's type? rwong's answer on this question suggests that Google segments images into the following groups:
Photo - continuous-tone
Clip art - smooth shading
Line drawing - bitonal
What is the best strategy for classifying an image into one of those groups? I'm currently using Java but any general approaches are welcome.
Thanks!
Update:
I tried the unique colour counting method that tyjkenn mentioned in a comment and it seems to work for about 90% of the cases that I've tried. In particular black and white photos are hard to correctly detect using unique colour count alone.
Getting the image histogram and counting the peeks alone doesn't seem like it will be a viable option. For example this image only has two peaks:
Here are two more images I've checked out:
Rather simple, but effective approaches to differentiate between drawings and photos. Use them in combination to achieve a the best accuracy:
1) Mime type or file extension
PNGs are typically clip arts or drawings, while JPEGs are mostly photos.
2) Transparency
If the image has an alpha channel, it's most likely a drawing. In case an alpha channel exists, you can additionally iterate over all pixels to check if transparency is indeed used. Here a Python example code:
from PIL import Image
img = Image.open('test.png')
transparency = False
if img.mode in ('RGBA', 'RGBa', 'LA') or (img.mode == 'P' and 'transparency' in img.info):
if img.mode != 'RGBA': img = img.convert('RGBA')
transparency = any(px for px in img.getdata() if px[3] < 220)
print 'Transparency:', transparency
3) Color distribution
Clip arts often have regions with identical colors. If a few color make up a significant part of the image, it's rather a drawing than a photo. This code outputs the percentage of the image area that is made from the ten most used colors (Python example):
from PIL import Image
img = Image.open('test.jpg')
img.thumbnail((200, 200), Image.ANTIALIAS)
w, h = img.size
print sum(x[0] for x in sorted(img.convert('RGB').getcolors(w*h), key=lambda x: x[0], reverse=True)[:10])/float((w*h))
You need to adapt and optimize those values. Is ten colors enough for your data? What percentage is working best for you. Find it out by testing a larger number of sample images. 30% or more is typically a clip art. Not for sky photos or the likes, though. Therefore, we need another method - the next one.
4) Sharp edge detection via FFT
Sharp edges result in high frequencies in a Fourier spectrum. And typically such features are more often found in drawings (another Python snippet):
from PIL import Image
import numpy as np
img = Image.open('test.jpg').convert('L')
values = abs(numpy.fft.fft2(numpy.asarray(img.convert('L')))).flatten().tolist()
high_values = [x for x in values if x > 10000]
high_values_ratio = 100*(float(len(high_values))/len(values))
print high_values_ratio
This code gives you the number of frequencies that are above one million per area. Again: optimize such numbers according to your sample images.
Combine and optimize these methods for your image set. Let me know if you can improve this - or just edit this answer, please. I'd like to improve it myself :-)
This problem can be solved by image classification and that's probably Google's solution to the problem. Basically, what you have to do is (i) get a set of images labeled into 3 categories: photo, clip-art and line drawing; (ii) extract features from these images; (iii) use the image's features and label to train a classifier.
Feature Extraction:
In this step you have to extract visual information that may be useful for the classifier to discriminate between the 3 categories of images:
A very basic yet useful visual feature is the image histogram and its variants. For example, the gray level histogram of a photo is probably smoother than a histogram of a clipart, where you have regions that may be all of the same color value.
Another feature that one can use is to convert the image to the frequency domain (e.g. using FFT or DCT) and measure the energy of high frequency components. Because line drawings will probably have sharp transitions of colors, its high frequency components will tend to accumulate more energy.
There's also a number of other feature extraction algorithms that may be used.
Training a Classifier:
After the feature extraction phase, we will have for each image a vector of numeric values (let's call it the image feature vector) and its tuple. That's a suitable input for a training a classifier. As for the classifier, one may consider Neural Networks, SVM and others.
Classification:
Now that we have a trained classifier, to classify an image (i.e. detect a image category) we simply have to extract its features and input it to the classifier and it will return its predicted category
Histograms would be a first way to do this.
Convert the color image to grayscale and calculate the histogram.
A very bi-modal histogram with 2 sharp peaks in black (or dark) and white (or right), probably with much more white, are a good indication for line-drawing.
If you have just a few more peaks then it is likely a clip-art type image.
Otherwise it's a photo.
In addition to color histograms, also consider edge information and the consistency of line widths throughout the image.
Photo - natural edges will have a variety of edge strengths, and it's less likely that there will be many parallel edges.
Clip art - A watershed algorithm could help identify large, connected regions of consistent brightness. In clip art and synthetic images designed for high visibility there are more likely to be perfectly straight lines and parallel lines. A histogram of edge strengths is likely to have a few very strong peaks.
Line drawing - synthetic lines are likely to have very consistent width. The Stroke Width Transform could help you identify strokes. (One of the basic principles is to find edge gradients that "point at" each other.) A histogram of edge strengths may have only one strong peak.