Need line drawing algorithm for simulating natural pencil - algorithm

I'm writing a drawing program that uses a pressure sensitive table for input. I'd like to be able to simulate the soft pencil effect that many other art programs have (such as Paint Tool SAI, Art Rage). Technique I'm using at the moment is functional, but is missing the cleanness I see in more professional programs.
My algorithm at the moment works like this:
Create a bitmap representing the head of the brush. This is just a transparent bitmap with a black circle drawn on it. The circle has an inner radius that is solid black and an outer radius. The blackness linearly fades from opaque to transparent as you move from the inner to the outer radius.
Capture input events from my tablet. Each point contains an (x, y) coordinate as well as a pressure value
For every point after the first one, draw a line from the previous point to the current one. This is done by drawing (daubing) the brush bitmap several times between the two points. The step size between each daub is chosen so there is an overlap between subsequent daubs.
This works reasonably well, but the result is a line that is somewhat blobby and jagged.
One thing I need to do is somehow smooth out the input points so that the stroke as a whole is smooth.
The other thing I need to do is figure out how to 'drag' the brush head along this path to make the stroke. If the spacing is too far apart, the stroke looks like a line of circles. If too close together, the stroke builds up on itself and becomes very dark. (I tried to fix this by attenuating the brush by the spacing. This does make things more consistent, but stops the stroke from being fully opaque).
Anyhow, I'd expect that there's a lot of research already done on this, if only I knew where to look. Please let me know if there are any better pencil drawing algorithms out there.

Instead of drawing the new circle over what has already been drawn, using the standard blending functions (so that regions of overlap get a higher opacity), you need to keep the maximum opacity so far.
Only after you have built up the complete stroke (as on a white sheet), you can blend it to the existing line art.
The picture illustrates the difference between blending and keeping the maximum opacity.

Related

binary image filter thin continuous line

I have a series of continuous frames which record drawing by pens with real hands.
(Those frames)
What I want to do is reconstruction the drawing strokes.
I want to remove the hand area.
I have thought about its property.
1.The drawing are thin lines.
2.The drawing are continuous.
3.The drawing won't change only if obscured by hands.
So, now I have came up with little idea.
Because I have all the frames already.
For the current frame's black pixel, I will check if afterward frames mostly the pixel is black or not(because sometimes obscured by hands), then I recognize it as drawing strokes.
But the effect isn't good.
I have checked some line detection, edge detection, contour detection but not what I want.
Could you give me some advice or direction?
1.How to extract thin line?
2.How to remove hand area?
Look into the Stroke Width Transform (Stroke Width Transform (SWT) implementation (Java, C#...)). The concept is relatively simple, and the original algorithm has since spun off several variants.
Since you have multiple frames, you could also simply retain any pixels that are present in every frame (starting with the first frame in which a pixel is turned "on"). This might be simpler to implement than the Stroke Width Transform (or related algorithm), but in the long run may not be as robust as you'd like.
The Stroke Width Transform has the advantage of working in natural, complex scenes.

User interaction in Processing

I have a general question (I know I should present specific code with a problem, but in my case the problem is of a more general nature).
In Processing, let's say I make an ellipse:
ellipse(30, 30, 10, 10);
Now, is there a way to get the pixels where this ellipse is on the canvas? The reason would be to have a way of creating user interaction with the mouse (for instance). So when someone clicks the mouse over the ellipse, something happens.
I thought of turning everything into objects and use a constructor to somehow store the position of the shape, but this is easier said than done, particularly for more complex shapes. And that is what I am interested in. It's one thing to calculate the position of an ellipse, but what about more complex shapes? Are there any libraries?
Check out the geomerative library. It has a way to check whether the mouse is inside any SVG shape. I can't remember off the top of my head but it works something like you make a shape:
myShape = RG.loadShape("shape.svg");
and a point:
RPoint p = new RPoint(mouseX, mouseY);
and the boolean function contains() will tell you if the point is inside the shape:
myShape.contains(p);
It's better to use a mathematical formula than pixel-by-pixel checking of the mouse position (it's much faster, and involves less code).
For a perfect circle, you can calculate the Euclidean distance using Pythagoras' theorem. Assume your circle is centred at position (circleX,circleY), and has a radius (not diameter) of circleR. You can check if the mouse is over the circle like this:
if(sq(mouseX-circleX)+sq(mouseY-circleY) <= sq(circleR)) {
// mouse is over circle
} else {
// mouse is not over circle
}
This approach basically imagines a right-angled triangle, where the hypotenuse (the longest side) runs from the centre of the circle to the mouse position. It uses Pythagoras' theorem to calculate the length of that hypotenuse, and if it's less than the circle's radius then the mouse is inside the circle. (It includes a slight optimisation though -- it's comparing squares to avoid doing a square root, as that can be comparatively slow.)
An alternative to my original mathematical answer also occurred to me. If you can afford the memory and processing power of drawing all your UI elements twice then you can get good results by using a secondary buffer.
The principle involves having an off-screen graphics buffer (e.g. using PGraphics). It must be exactly the same size as the main display, and have anti-aliasing disabled. Draw all your interactive UI elements (buttons etc.) to this buffer. However, instead of drawing them the normal way, give each one a unique colour which it uses for fill and stroke (don't add any text or images... just solid colours). For example, one button might be entirely red, and another entirely green. Any other RGB value works, as long as each item has a unique colour. Make sure the background has a unique colour too.
The user never sees that buffer, so don't draw it to the screen (unless you're debugging or something). When you want to detect what item the mouse is over, just lookup the mouse position on that off-screen buffer. Get the pixel colour at that location, and match it to the UI element.
After you've done all that, just go ahead and draw everything to the main display as normal.
It's worth noting that you can cut-down the processing time of this approach a lot if your UI elements never (or rarely) move. You only need to redraw the secondary buffer when something appears/disappears, animates, or changes size/position.

Drawing with transparency in opengl es 2

I'm working on a simple drawing application. My line is constructed using polygons and things look good so far. I would like to add a transparency feature and I used glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for that reason. However, because my polys sometimes overlap, I get the ugly result shown in the picture (multiple layers of transparency). What I would like to get is the figure in the left(no overlapping because there is no transparency), with an overall transparency.
I guess I could do this by keeping the polys from overlaping, but that would be a overkill for this task I think. There should be a way to control them at drawing time, but being a beginner with OpenGL doesn't help.
I'm sorry, but the way transparency works does not allow you to do what you want without manually keeping the polygons from overlapping. The way that transparency works is that it takes the colour of the surface below it, and uses the blending function you specify in order to calculate the final colour of the pixel.
In your program you are drawing multiple polygons with alpha on top of each other. That means that their colours add up, giving the result you see.
I've never actually written a drawing application, but you could perhaps take a look at triangle strips to draw your lines. They allow you to extend the line point by point, and make sure the geometry won't overlap with itself.

How to get a 1 pixel line with NSBezierPath?

I'm developing a custom control. One of the requirements is to draw lines. Although this works, I noticed that my 1 pixel wide lines do not really look like 1 pixel wide lines - I know, they're not really pixels but you know what I mean. They look more like two or three pixels wide. This becomes very apparent when I draw a dashed line with a 1 pixel dash and a 2 pixel gap. The 1 pixel dashes actually look like tiny lines in stead of dots.
I've read the Cocoa Drawing documentation and although Apple mentions the setLineWidth method, changing the line width to values smaller than 1.0 will only make the line look more vague and not thinner.
So, I suspect there's something else influencing the way my lines look.
Any ideas?
Bezier paths are drawn centered on their path, so if you draw a 1 pixel wide path along the X-coordinate, the line actually draws along Y-coordinates { -0.5, 0.5 } The solution is usually to offset the coordinate by 0.5 so that the line is not drawn in the sub pixel boundaries. You should be able to shift your bounding box by 0.5 to get sharper drawing behavior.
Francis McGrew already gave the right answer, but since I did a presentation on this once, I thought I'd add some pictures.
The problem here is that coordinates in Quartz lie at the intersections between pixels. This is fine when filling a rectangle, because every pixel that lies inside the coordinates gets filled. But lines are technically (mathematically!) invisible. To draw them, Quartz has to actually draw a rectangle with the given line width. This rectangle is centered over the coordinates:
So when you ask Quartz to stroke a rectangle with integral coordinates, it has the problem that it can only draw whole pixels. But here you see that we have half pixels. So what it does is it averages the color. For a 50% black (the line color) and 50% white (the background) line, it simply draws each pixel in grey:
This is where your washed-out drawings come from. The fix is now obvious: Don't draw between pixels, and you achieve that by moving your points by half a pixel, so your coordinate is centered over the desired pixel:
Now of course just offsetting may not be what you wanted. Because if you compare the filled variant to the stroked one, the stroke is one pixel larger towards the lower right. If you're e.g. clipping to the rectangle, this will cut off the lower right:
Since people usually expect the rectangle to stroke inside the specified rectangle, what you usually do is that you offset by 0.5 towards the center, so the lower right effectively moves up one pixel. Alternately, many drawing apps offset by 0.5 away from the center, to avoid overlap between the border and the fill (which can look odd when you're drawing with transparency).
Note that this only holds true for 1x screens. 2x Retina screens actually exhibit this problem differently, because each of the pixels below is actually drawn by 4 Retina pixels, which means they can actually draw the half-pixels. However, you still have the same problem if you want a sharp 0.5pt line. Also, since Apple may in the future introduce other Retina screens where e.g. every pixel is made up of 9 Retina pixels (3x), or whatever, you should really not rely on this. Instead, there are now API calls to convert rectangles to "backing aligned", which does this for you, no matter whether you're running 1x, 2x, or a fictitious 3x.
PS - Since I went to the hassle of writing this all up, I've put this up on my web site: http://orangejuiceliberationfront.com/are-your-rectangles-blurry-pale-and-have-rounded-corners/ where I'll update and revise this description and add more images.
The answer is (buried) in the Apple Docs:
"To avoid antialiasing when you draw a one-point-wide horizontal or vertical line, if the line is an odd number of pixels in width, you must offset the position by 0.5 points to either side of a whole-numbered position"
Hidden in Drawing and Printing Guide for iOS: iOS Drawing Concepts, though nothing that specific to be found in the current, standard (OS X) Cocoa Drawing Guide..
As for the effects of invoking setDefaultLineWidth: the docs also state that:
"A width of 0 is interpreted as the thinnest line that can be rendered on a particular device. The actual rendered line width may vary from the specified width by as much as 2 device pixels, depending on the position of the line with respect to the pixel grid and the current anti-aliasing settings. The width of the line may also be affected by scaling factors specified in the current transformation matrix of the active graphics context."
I found some info suggesting that this is caused by anti aliasing. Turning anti aliasing off temporarily is easy:
[[NSGraphicsContext currentContext] setShouldAntialias: NO];
This gives a crisp, 1 pixel line. After drawing just switch it on again.
I tried the solution suggested by Francis McGrew by offsetting the x coordinate with 0.5, however that did not make any difference to the appearance of my line.
EDIT:
To be more specific, I changed x and y coordinates individually and together with an offset of 0.5.
EDIT 2:
I must have done something wrong, as changing the coordinates with an offset of 0.5 actually does work. The end result is better than the one obtained by switching off the anti aliasing so I'll make Francis MsGrew's answer the accepted answer.

Algorithm for "neon glow" graphics programming

I am searching for an article or tutorial that explains how one can draw primitive shapes (mainly simple lines) with a (neon) glow effect on them in the graphical output of a computer program. I do not want to do some sophisticated stuff like for example in modern first pirson shooters or alike. I am more in a search for a simple solution, like the lines in that picture: http://tjl.co/blog/wp-content/uploads/2009/05/NeonStripes.jpg -- but of course drawn by a computer program in my case.
The whole thing should run on a modern smart phone, so the hardware is a bit limited.
I do know a bit about OpenGL, but not too much, so unfortunately I am a bit lost here. Did some research on Google ("glow effect algoritm" and similar), but found either highly complex stuff for 3D games, or tutorials for Photoshop & co.
So what I would really need is an in-depth article on that subject, but not on a very advanced level. I hope thats even possible... I have just started with OpenGL, did some minor graphics programming in the past, but I am a long-year programmer now, so I would understand technical papers in general.
Does anyone of you know of such an article/paper/tutorial/anything?
Thanks in advance for all good advices!
Cheers!
Matthias
Its jus a bunch of lines with different brightness/transperency. Basically, if you want a glow effect for 1px line, in a size of 20 pixels, then you draw 41 lines with width of 1 px. The middle line is with your base colour, other lines get colours that gradiently go from base color to 100% transperency (like in your example) or darkest colour variant (if you have black background, no transparency).
That is it. :)
This isn't something I've ever done, but looking at your example, the basic approach I'd use to try and recreate it would be...
Start with an algorithm for drawing a filled shape large enough to include the original shape and the glow. For example, a rectangle becomes a slightly larger rectangle, but with rounded corners. An infinitessimally-wide line becomes a thickened line with semi-circular caps. Subtract out the original shape (and fill the pixels for that normally).
For each pixel in the glow, the colour depends on the shortest distance to any part of the original shape. This normally reduces to the distance to the nearest point on a line (e.g. one edge of a rectangle).
The distance is translated to a colour value using probably Hue-Saturation-Value or a similar colour scheme, as well as reducing alpha (increasing transparency). For neon glows, you probably want constant hue, decreasing brightness, maybe increasing saturation, and decreasing alpha.
Translate the HSV/whatever colour value to RGB for output. See this question.
EDIT - I should probably have said HSL rather than HSV - in HSL, if L is at it's maximum value, the resulting colour is always white. For HSV, that's only true if saturation is also at zero. See http://en.wikipedia.org/wiki/HSL_and_HSV
The real trick is that even on a phone these days, I'd guess you probably should use hardware (shaders) for this - sorry, I don't know how that's done.
The "painters algorithm" overlaying of gradually smaller shapes that others have described here is also a possibility, but (1) possibly slower, depending on implementation issues, and (2) you may need to draw to an off-screen buffer, with some special handling for the alpha channel, then blit back to the screen to handle the transparency correctly - if you need transparency, that is.
EDIT - Silly me. An alternative approach is to apply a blur to your original shape (in greyscale), but instead of writing out the blurred pixels directly, apply the colour-transformation to each blurred pixel value.
A blur is basically a weighted moving average. Technically, a finite impulse response filter is implemented using a convolution, but the maths for that is a tad awkward and if you just want "a blur" of about the right size, draw a grayscale circle of pixels as your "weights" image.
The blur in this case basically replaces the distance-from-shape calculation.
_____________________
| |
----|---------------------|-----> line
|_____________________|
gradient block
Break up your line into small non-overlapping blocks. Use whatever graphics primitive you have to draw a tilted rectangular gradient: the center is at 100% and the outer edge is at 0%.
Don't draw it on the image yet; you want to blend it with the image. Using regular transparency will just make it look like a random pipe or pole or something (unless you draw a white line, and your background is dark).
Here are two choices of blending mode:
color dodge: [blended pixel value] = (1-[overlay's pixel value]) / [bottom pixel value]
linear dodge: [blended pixel value] = max([overlay's pixel value]+[bottom pixel value], 1)
Then draw the line above the glow.
If you want to draw a curved "neon" line, simply draw it as a sequence of superimposed "neon dots" where each "neon dot" is a small circular image with transparency going from 0% at the origin to 100% at the edge of the circle.

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