SLARToolkit Detect an image in a poster - windows-phone-7

I am using SLARToolkit for Windows Phone and I am aware of how the toolkit uses markers to identify objects via the camera.
However, I would like the toolkit to recognize a certain image from the poster, e.g.:
(source: burgerbusiness.com)
In this poster I would like to detect the burger on the top right of that poster. How can I do that? Also, is there a better alternative for AR in WP?

It's a duplicate of the question posted at the project site and answered by me: http://slartoolkit.codeplex.com/discussions/394101
You can create custom markers, but they need to be b/w and framed by a black square. Here's how to: http://slartoolkit.codeplex.com/documentation

Related

Placing images on top of other images in wxpython

I know this question is pretty basic, and I'm sorry for posting it, but I literally have spent the last hour googling and I still havent found an answer.
I coded a blackjack game using pygame, and want to convert it to wxpython mostly as a way to learn wxpython. In pygame the graphics are easy, I have a base image I display (basically just the table), and then I can just display other images on top of it as the action unfolds, for example the cards. Each time the player hits I just draw a new card in a different position. When The hand is over and I want to go to the next hand, I just display the base image again, and it covers everything up and viola! Its really simple all I have to use is blit() and pygame.display.update().
I cant seem to find anyway to do this in wxpython. All the examples I find are for drawing items in new widgets, or drawing vector graphics over an image, or opening new frames with images, etc.
any help is greatly appreciated, thank you very much.
--Daniel
The AlphaDrawing example in the wxPython demo shows how to overlap multiple drawings. This uses wx.GraphicContext / wx.GCDC. If you look at the documentation, you'll note that it has CreateBitmapFromImage and CreateBitmap methods that probably apply to what you want to do. See also the DragImage demo and the following links for related information:
wx python card game
http://rummy-py.sourceforge.net/ (look at the original that was done in wx)
I found this post, which reading the comments, does a good job of showing me want I was looking for.
Delete image in wxpython?

Sophisticated HTML5 Image Map?

I have an image of a living room, which I'm turning into a menu for a new site I'm working on. The idea is that you can click on certain items in the room, like a chair, desk, couch, etc and get taken to the desired page. I'm wondering if there is a clever way of doing this. Since the items are not simple shapes, I don't want to use a standard image map.
Thanks for you help!
I'm answering because a Google search brought me here...
Because you asked for a tool:
GIMP Has a really good Image map creation function.
Open your image in GIMP and select Filters > Web > ImageMap
From there you can create image maps by drawing on the image. Saving will generate HTML you can then tailor to your needs.
This tool looks to be a solid image mapper: http://www.image-maps.com/
I'd suggest doing this with a canvas and SVG's, it would make this quite a bit easier, and more professional.
As Korvin mentioned, doing this in SVG is probably the easiest option, because you can attach events to objects in SVG rather than having to manually specify a particular area in which to listen for events.
If you go this route, I recommend using the RaphaelJS library which has a nice syntax and the advantage of working in IE pre version 9. Here's a demo which, although it uses onmouseover instead of onclick, it might be close to what you're trying to achieve:
http://raphaeljs.com/australia.html

How to crop only certain area using HTML5 + Javascript or server side language?

Before asking my question, I have a test page to make it everyone understand my question better. The URL is http://iamthemoon.com/crop/
You can move the red selection.
I like to crop only the area of red selection. I thought it could be done easily in HTML5 canvas, but that was my mistake. First I googled about it 2 days, but I couldn't find a solution. There are many HTML5 based cropping tools, but they only have square selection.
I then looked into PHP GD and imagemagick, but I couldn't find a solution as well.
I looked at the adobe online photoshop, but they're missing free-form lasso tool or free-form selection tool as well.
did anyone see a similar javascript/php/ruby/ or any other web-based technology?
or is this even possible?
just to answer to the question if this is possible.
I had to deal with same problem and took me a (full) weekend to solve it using HTML5 .
Have a look at a demo here.
Hope it helps.
EDIT:
Just a bit of pseudocode:
1.Draw the picture on canvas.
2.Record mouse clicks on canvas.
3.Draw a pattern using the mouse clicks coordinates
4.Fill pattern with original image.
5. Replace original image with pattern.
EDIT:
Source code released https://github.com/netplayer/crop
I'm working on the same subject. My idea now was to draw the opposite polygon(s) and make these transparent using imagecolorallocatealpha.
The polygon is then drawn with imagefilledpolygon. For the client side we will be using predefined images (thus predefined polygons in php). I have come across this as well: http://brittonkerin.com/image_region_selector/irs_demo.html.
Hope this helps somewhat.
http://shedlimited.debrucellc.com/
use html5 to draw the line/ coordinates,
than just use clip() instead of stroke

Qt, CEGUI or wxWidgets for a text game GUI?

I tried to sign up, but I was unable; perhaps a problem from my side. Hopefully I'll get an answer as anonymous.
I apologize for the grammar/syntax, but English isn't my native language.
Recently I lost my job, so I have enough spare time to try something fun. I decided to create a simple text RPG game for me and some friends. It will very close to the board games like Talisman, Dungeon Run, and HeroQuest, using dice and a simple attribute/skill system. So no 3d graphics. The only 2d element, if I decide to include it, will be a map
that will allow the hero to move between locations. Currently I'm using Windows XP SP3, for the game I use wxDev-C++, and although cross platform would be cool, I don't really care.
I have some experience in C++ (currently using wxDev-C++), but I'm far from being called an expert or even a great programmer. I was about to start writing parts of the code, but I decided to check if creating a GUI for the game is possible. In some forums, many suggested I use Qt, CEGUI or wxWidgets, but most examples I saw are grey boxes that are
indifferent at best, when I want something that fits better in a fantasy setting. I don't claim I would do better, but I want a GUI that is more fantasy related.
What I want from the GUI:
1. A "cool" Gui with decent graphics. I could even create an image to serve as a mask in Photoshop, but the GUI builder will have to support imported images.
2. A relatively large textbox in the middle (with a scrollbar) that will display die rolls, damage and options.
3. The ability to display dynamically values (like the change in the health after each action without requiring to refresh manually)
4. Display an icon or a small image of the character in the area where I display stats/abilities.
5. Open new windows created with tha same GUI builder to allocate points, buy/sell things and open a map.
About the map in the game: I decided to create a map in photoshop. When the hero decides to move to another location, a new window will open showing the map. I thought of 2 possible ways to move between locations: 1) Create hotspots on the image and select one by clicking on the name of the location.(I dare not think about the complexity of this so we
move to idea #2) and 2) Have the image as a backgroung to a grid with vertical and horizontal coordinates. When the hero selects a new area to visit, he clicks on the area, but what he really does is click on the grid, which returns the two values (x,y) of the location and informs the game about the area the hero wants to visit.
Yeah, yeah, I know it's too much, so what I'm most interested in are the 1-3. I know that even if they are possible, it will propably take forever, but as I said I have spare time, and I like learning new things. I apologize for the size of the post, but I decided to post as many info as possible so you know what I want.
If any of you has used Qt, CEGUI or wxWidgets could you tell which covers most of my criteria? I saw some great stuff build with CEGUI, but I don't know if it is too hard to learn?
Thank in advance.
I know my answer comes pretty late, I only recently started using stackoverflow fairly recently, but maybe this response will help anybody.
CEGUI fully supports skinning widgets using XML. Our CEED editor (WYSIWYG) fully supports layout editing, but the skinning editor (LNF editor) is not finished as of now (11.11.2014), the development version supports exchanging images however and changing sizes and proportions, but more advanced adjustments have to be done in XML.
CEGUI has an imageset editor, fully supported by the CEED editor. Creating imagesets (sets of named subimages, with position and dimension inside a big texture atlas) is supported there. Additionally there is a way to create imagesets from just a bunch of jpg/png/... files using a tool. You would have to ask for specifics in the forum though because it is not integrated into CEED yet.
So basically with CEGUI you are free to make whatever fantasy GUI you want. Skinning simple elements like buttons and progress bars isn't much work in XML anyways. Without the finished editor, some more advanced widgets are more work to skin, but many skins have already been created done this way and some of them are even publically available in the forum and in the CEGUI stock files.
StaticText widgets supports what you want, you can even use images in there or change fonts and colours in the text if you want. Scrollbars are supported too.
I am not sure what you mean by this. You have to specify this.
A simple "Generic/Image" widget is available in CEGUI for this purpose. You can use precreated images or even RTT textures.
You can create and destroy windows in CEGUI without issues.
Regarding the map: I m not sure what you mean, but getting the position of a click in respect to an image (representing the map) is possible in CEGUI.
CEGUI is not particularly hard to learn. There is always the forums and the chat if you got questions. For an Open Source project it is quite well documented so if you read all of the API docu, and look at the supplied samples in the sample browser, you should already get quite far. And for everything additional there is the forum (search), the IRC chat and a community wiki (mind the targeted versions of an article there though)
For a project like yours, CEGUI seems perfectly suited (this is what it was created for in the first place). Qt is not really optimal for games for numerous reasons. wxWidgets I have never used.

How would you generate default user profile pictures?

I've been admiring StackOverflow's default quilt-like profile pictures (which I notice are also on the Fail Blog) and am curious what program both are using to generate them.
But what I really want to know is: If you were to design the system to create default profile pictures, how would you do it?
I'm looking for ideas on what algorithm you'd use, as well as things like how you would related the image to the user, be it related to their username, or some portrayal of their progress (ie the image gets more complex, or larger, as they gain reputation).
FWIW, the default pictures are generated by gravatar, which is why you'll see them on more than this site.
It's called an Identicon. On Stackoverflow it Gravatar uses your IP address to generate the image.
This is an editorial, not necessarily an answer.
Those auto-generated avatars on this site come from a service (Gravatar) that focuses exclusively on providing avatars and is therefore the core of their business. For apps that aren't specifically intended to generate and display avatars, I would just go with an empty placeholder (like Facebook). It's a neat feature, but is it worth your development time when a simple placeholder would be just as effective?
A very good source of images would be flame fractals. They are rather computationally expensive, so simply sourcing them from a project like electric sheep or having them be rendered by the user's computer should be considered to offload the work.
Who wouldn't want default profile pictures like these?
alt text http://sheepserver.net/v2d6/gen/202/124809/icon.jpg alt text http://sheepserver.net/v2d6/gen/202/124805/icon.jpg alt text http://sheepserver.net/v2d6/gen/202/125373/i77.jpg alt text http://sheepserver.net/v2d6/gen/202/125431/i116.jpg
Use a Julia set or something like that and set the initial conditions to a hash of the user's email address.
I'd use a jpeg server tool (aspjpg or similar) to manipulate the image on load so it displays their badges within their profile pic.
In fact, using any tool to dynamically generate images is pretty cool. Applying some sort of 3d or flash technology to dynamically create images using random variables for eye spacing or facial structure would be pretty wicked as well.
But ya this is a weird question. hah!
I did something similar years back, I used POV-Ray to generate little 3D scenes with torusses (torii ?) and spheres. There were lots of parameters to tweak such as the position, size and colour of each object.
POV-Ray is a scriptable 3D render engine, you can find it here.
Unfortunately my images all looked too similar to each other. I love Gravatar's identicons as uses on this site. I think the symmetry helps and the shapes are unique enough that you can identify users fairly clearly.
In ruby there have a library http://github.com/swdyh/quilt to generate it!

Resources