Syntax of RenderTransform in c# - windows

I want to apply render transform property to ellipse but it gives an error.
I write it as
Point p = new Point(100,100);
e1.RenderTransform= p;
(Error is :Cannot implicitly convert type 'Windows.Foundation.Point' to 'Windows.UI.Xaml.Media.Transform')
Please help as i've a deadline to meet

Point is not a Transform. Typically you would use a TranslateTransform for simple repositioning or CompositeTransform for standard scale, skew, rotate, translate transform. There are also separate transforms for rotation, scale, skew, a group transform where you can combine multiple transforms together and a generic matrix transform where you need to generate and multiply some matrices to get the expected transformation, but it allows you most freedom especially when manipulating objects on the screen that have already been transformed before.

Related

Getting the current projection matrix

How do I get and set the current projection matrix in Processing (version 4 beta, P3D renderer) ? Processing provides printProjection(); but doesn't provide a way of getting the data. Current transformation matrix can be saved, get and set using pushMatrix(), getMatrix(), and setMatrix(). Is there and equivalent (or a foolproof work around) for projection matrices ?
I searched the javadoc version of the documentation and couldn't find anything.
I attempted to see what printProjection() does in the source code.
PApplet.g ->
PGraphicsOpenGL.projection ->
PMatrix3D and
PGraphicsOpenGL.pushProjection. Both objects g and projection are public members.
Origin of this question : I have a class which sets up the camera (It calls camera() and perspective()). I have another class which needs to temporarily reset the transformation and projection matrix so that it can overlay text() on the screen. The transformation matrix can be easily pushed and poped. Is there an equivalent for the projection matrix.
I do not want to manually keep track of the calls to perspective() which sets the projection matrix. One reason is that it will become a burden on the end user and another reason is that I need the original projection matrix set by the size() function to be able to properly place text() on the screen.

MATLAB: Set points within plot polygon equal to zero

I am currently doing some seismic modelling and processing in MATLAB, and would like to come up with an easy way of muting parts of various datasets. If I plot the frequency-wavenumber spectrum of some of my data, for instance, I obtain the following result:
Now, say that I want to mute some of the data present here. I could of course attempt to run through the entire matrix represented here and specify a threshold value where everything above said value should be set equal to zero, but this will be very difficult and time-consuming when I later will work with more complicated fk-spectra. I recently learned that MATLAB has an inbuilt function called impoly which allows me to interactively draw a polygon in plots. So say I, for instance, draw the following polygon in my plot with the impoly-function:
Is there anything I can do now to set all points within this polygon equal to zero? After defining the polygon as illustrated above I haven't found out how to proceed in order to mute the information contained in the polygon, so if anybody can give me some help here, then i would greatly appreciate it!
Yes, you can use the createMask function that's part of the impoly interface once you delineate the polygon in your figure. Once you use create this mask, you can use the mask to index into your data and set the right regions to zero.
Here's a quick example using the pout.tif image in MATLAB:
im = imread('pout.tif');
figure; imshow(im);
h = impoly;
I get this figure and I draw a polygon inside this image:
Now, use the createMask function with the handle to the impoly call to create a binary mask that encapsulates this polygon:
mask = createMask(h);
I get this mask:
imshow(mask);
You can then use this mask to index into your data and set the right regions to 0. First make a copy of the original data then set the data accordingly.
im_zero = im;
im_zero(mask) = 0;
I now get this:
imshow(im_zero);
Note that this only applies to single channel (2D) data. If you want to apply this to multi-channel (3D) data, then perhaps a multiplication channel-wise with the opposite of the mask may be prudent.
Something like this:
im_zero = bsxfun(#times, im, cast(~mask, class(im)));
The above code takes the opposite of the polygon mask, converts it into the same class as the original input im, then performs an element-wise multiplication of this mask with each channel of the input separately. The result will zero each spatial location that's defined in the mask over all channels.

Rectify an Image with Matlab's "camerParams" (Computer Vision System Toolbox)

I'm working on a PIV-Workflow and I'm currently pre-processing the images. I need to get rid of the perspective distortion in the images. I do have the "image processing toolbox" and the "camera calibrator". I already got rid of the lens distortion with "undistortImage();" and the cameraParams object, which is inferred through a chessboard pattern.
First Question: Is it possible to use the cameraParams object to distort the image perspectively, so that my chessboard is rectified in the image?
Second Question: Since I were not able to use the cameraParams object, I tried to use the transformation functions manually. I tried to use pairs of control-points (with cpselection tool, the original image and a generated chessboard-image) and the fitgeotrans(movingPoints, fixedPoints, 'projective'); function to get my tform-object. However I always get the error message:
Error using fitgeotrans>findProjectiveTransform (line 189)
At least 4 non-collinear points needed to infer projective transform.
Error in fitgeotrans (line 102)
tform = findProjectiveTransform(movingPoints,fixedPoints);
I tried a lot of different pairs of control-points (4 pairs or more). But I'm still getting this error. I believe I must overlook something here.
Any help is appreciated, thank you.
Stephan
If you are using one of the calibration images, then all the information you need is in the cameraParams object.
Let's say you are using calibration image 1, and let's call it I.
First, undistort the image:
I = undistortImage(I, cameraParams);
Get the extrinsics (rotation and translation) for your image:
R = cameraParams.RotationMatrices(:,:,1);
t = cameraParams.TranslationVectors(1, :);
Then combine rotation and translation into one matrix:
R(3, :) = t;
Now compute the homography between the checkerboard and the image plane:
H = R * cameraParams.IntrinsicMatrix;
Transform the image using the inverse of the homography:
J = imwarp(I, projective2d(inv(H)));
imshow(J);
You should see a "bird's eye" view of the checkerboard. If you are not using one of the calibration images, then you can compute R and t using the extrinsics function.
Another way to do this is to use detectCheckerboardPoints and generateCheckerboardPoints, and then compute the homography using fitgeotform.

Moving object Opengl Es 2.0

I am a bit confused about that I need to move my basic square .Should i use my translate matrix or just change the object vertexes. Which one is accurate ?.
I use vertex shader
gl_Position = myPMVMatrix * a_vertex;
and also i use VBO
From an accuracy point of view both methods are about equally good.
From a performance point of view, it's about minimizing bottlenecks:
For a single square you are probably not able to measure any differences, but when you think about 1 million squares (or triangles), thinks get a little more complicated:
If all of your triangles change position relative to each other, you are probably better off with changing the vbo, because you can push the data directly to the graphics card's memory, instead of having a million OpenGl calls (which are very slow).
If all your triangles stay at the same position relative to each other (like it is the case in a normal 3d-model) you should just change the transformation matrix. In this case you don't have to push the data again onto the gfx-memory, and you only have one function-call, and you are transfering only a few bytes of data to the gfx-memory.
Depending on your application it may be a good choice to devide your triangles into different categories and update them apropriately.
Don't move objects by changing all of the vertices! What about a complex model with thousands of vertices? Even if it's a simple square, don't evolve such bad practice. That's exactly what transformation matrices are for. You are already using a transformation matrix in your shader code. From the naming I assume it's a premultiplied model-view-projection matrix. So it consists of the model matrix positioning the object in world space (here's where your translation usually should go into), the view matrix positioning the world in eye/camera space (sometimes model and view matrix are combined into a single modelview matrix, like in fixed function GL) and the projection matrix doing any kind of perspective projection and/or transformation to the clipping volume, all three multiplied together as P * V * M. If there are still some questions on these transformation matrices and their use, consult some literature on 3d transformations or just your favourite OpenGL tutorial.

Liquify filter/iwarp

I'm trying to build something like the Liquify filter in Photoshop. I've been reading through image distortion code but I'm struggling with finding out what will create similar effects. The closest reference I could find was the iWarp filter in Gimp but the code for that isn't commented at all.
I've also looked at places like ImageMagick but they don't have anything in this area
Any pointers or a description of algorithms would be greatly appreciated.
Excuse me if I make this sound a little simplistic, I'm not sure how much you know about gfx programming or even what techniques you're using (I'd do it with HLSL myself).
The way I would approach this problem is to generate a texture which contains offsets of x/y coordinates in the r/g channels. Then the output colour of a pixel would be:
Texture inputImage
Texture distortionMap
colour(x,y) = inputImage(x + distortionMap(x, y).R, y + distortionMap(x, y).G)
(To tell the truth this isn't quite right, using the colours as offsets directly means you can only represent positive vectors, it's simple enough to subtract 0.5 so that you can represent negative vectors)
Now the only problem that remains is how to generate this distortion map, which is a different question altogether (any image would generate a distortion of some kind, obviously, working on a proper liquify effect is quite complex and I'll leave it to someone more qualified).
I think liquefy works by altering a grid.
Imagine each pixel is defined by its location on the grid.
Now when the user clicks on a location and move the mouse he's changing the grid location.
The new grid is again projected into the 2D view able space of the user.
Check this tutorial about a way to implement the liquify filter with Javascript. Basically, in the tutorial, the effect is done transforming the pixel Cartesian coordinates (x, y) to Polar coordinates (r, α) and then applying Math.sqrt on r.

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