I am designing a more powerful color picker for Qt and looking for some advice. How would one go about generating fast real-time color rectangles such as the ones found in Photoshop (for HSB and RGB). I was originally thinking of using QImage and scanline to calculate all the pixels individually but this would probably be too slow.
I was thinking it would be better to write an OpenGL shader. As I can recall you can assign colors to vertices and it would interpolate the changes for you. I just have no idea how this would be done in Qt or if this is even worth the effort.
I am using QGraphicsView to display the rectangle. Any advice would be appreciated.
Ok so looking into QGradients a bit more could you not use multiple QGradient to create the effect you need?
For the last of the 3 examples you could create a single gradient with multiple stops for the colours themselves then overlay this with a QGradient of black (alpha 0) to black (alpha 255) with apropriate stops to get the gradient to come in at the right point.
Related
I am using pixel colour inspection to detect collisions. I know there are other ways to achieve this but this is my use case.
I draw a shape cloned from the main canvas on to a second canvas switching the fill and stroke colours to pur black. I then use getImageData() to get an array of pixel colours and inspect them - if I see black I have a collision with something.
However, some pixels are shades of grey because the second canvas is applying antialiasing to the shape. I want only black or transparent pixels.
How can I get the second canvas to be composed of either transparent or black only?
I have achieved this long in the past with Windows GDI via compositing/xor combinations etc. However, GDI did not always apply antialiasing. I guess the answer lies in globalCompositeOperation or filter but I cannot see what settings/filters or sequence to apply.
I appreciate I have not provided sample code but I am hoping that someone can throw me a bone and I'll work up a snippet here which might become a standard cut & paste for posterity from that.
I want to draw some parallel lines. At first I used gl.LINES but the problem was that the rendered line was one pixel wide at any point on the screen, whether it was very close or very far from the camera.
So instead, I rendered thin rectangles:
As you can see, they now get thinner as they get farther from the camera, but now I get all these ugly aliasing artifacts. Is there a "correct" way to do this in OpenGL/WebGL?
There's a couple of ways to tackle this.
(1) As others have mentioned, just run with super or multisampling.
(2) Use a shader. If you are using Es2/WebGL you are doing that already. But instead of outputting a constant color, write a color plus an alpha that determines how close you are to the line. And then enable blending with that alpha.
One very easy way to do this is to just map a texture as an alpha channel on your rectangle.
Alternatively you can draw 2 quads instead of one and compute the distance in the shader. Then map the distance with a ramp function to alpha.
If you're using GLUT, you can try something like this-
glutInitDisplayMode(GLUT_MULTISAMPLE);// along with all the other flags
If you're not using GLUT, then you can find a very helpful topin on the subject here.
Every platform allows you to do multisampling after getting the OpenGL context.
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.
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.
_____________________
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----|---------------------|-----> line
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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.
Using images of articles of clothing taken against a consistent background, I would like to make all pixels in the image transparent except for the clothing. What is the best way to go about this? I have researched the algorithms that are common for this and the open source library opencv. Aside from rolling my own or using opencv is there an easy way to do this? I am open to any language or platform.
Thanks
If your background is consistend in an image but inconsistent across images it could get tricky, but here is what I would do:
Separate the image into some intensity/colour form such as YUV or Lab.
Make a histogram over the colour part. Find the most occuring colour, this is (most likely) your background (update) maybe a better trick here would be to find the most occuring colour of all pixels within one or two pixels from the edge of the image.
Starting from the eddges of the image, set all pixels that have that colour and are connected to the edge through pixels of that colour to transparent.
The edge of the piece of clothing is now going to look a bit ugly because it consist of pixels that gain their colour from both the background and the piece of clothing. To combat this you need to do a bit more work:
Find the edge of the piece of clothing through some edge detection mechanism.
Replace the colour of the edge pixels with a blend of the colour just "inside" the edge pixel (i.e. the colour of the clothing in that region) and transparent (if your output image format supports that).
If you want to get really fancy, you increase the transparency depending on how much "like" the background colour the colour of that pixel is.
Basically, find the color of the background and subtract it, but I guess you knew this. It's a little tricky to do this all automatically, but it seems possible.
First, take a look at blob detection with OpenCV and see if this is basically done for you.
To do it yourself:
find the background: There are several options. Probably easiest is to histogram the image, and the large number of pixels with similar values are the background, and if there are two large collections, the background will be the one with a big hole in the middle. Another approach is to take a band around the perimeter as the background color, but this seems inferior as, for example, reflection from a flash could dramatically brighten more centrally located background pixels.
remove the background: a first take at this would be to threshold the image based on the background color, and then run the "open" or "close" algorithms on this, and then use this as a mask to select your clothing article. (The point of open/close is to not remove small background colored items on the clothing, like black buttons on a white blouse, or, say, bright reflections on black clothing.)
OpenCV is a good tool for this.
The trickiest part of this will probably be at the shadow around the object (e.g. a black jacket on a white background will have a continuous gray shadow at some of the edges and where to make this cut?), but if you get this far, post another question.
if you know the exact color intensity of the background and it will never change and the articles of clothing will never coincide with this color, then this is a simple application of background subtraction, that is everything that is not a particular color intensity is considered an "on" pixel, one of interest. You can then use connected component labeling (http://en.wikipedia.org/wiki/Connected_Component_Labeling) to figure out seperate groupings of objects.
for a color image, with the same background on every pictures:
convert your image to HSV or HSL
determine the Hue value of the background (+/-10): do this step once, using photoshop for example, then use the same value on all your pictures.
perform a color threshold: on the hue channel exclude the hue of the background ([0,hue[ + ]hue, 255] typically), for all other channels include the whole value range (0 to 255 typically). this will select pixels which are NOT the background.
perform a "fill holes" operation (normally found along blob analysis or labelling functions) to complete the part of the clothes which may have been of the same color than the background.
now you have an image which is a "mask" of the clothes: non-zero pixels represents the clothes, 0 pixels represents the background.
this step of the processing depends on how you want to make pixels transparent: typically, if you save your image as PNG with an alpha (transparency) channel, use a logical AND (also called "masking") operation between the alpha channel of the original image and the mask build in the previous step.
voilĂ , the background disappeared, save the resulting image.