opencv: change image size without effecting content size - image

I am getting image containing character after applying my image process. All these images (having character as content) have different size. I want to resize all images in same size without effecting it's content size. see below image:
http://techsture.com/img.jpg
I have tried some function to merge my source image with other white image but it needs both source images with same size. I need common size of images for further process.
Please guide me how can I convert my images to common size ??
Thank you

I would make a new image with the destination size, set a ROI in this new image to where you want the source image to show. Then use cvResize.
It should look something like:
int newWidth = 100;
int newHeight = 100;
CvRect rect;
IplImage* source = cvLoadImage("c:/myimage");
IplImage* dest = cvCreateImage(cvSize(newWidth,newHeight),source->depth,source->nChannels);
rect.x = newWidth/2 - source->width/2;
rect.y = newHeight/2 - source->height/2;
rect.width = source->width;
rect.height = source->height;
cvSetImageROI(dest,rect);
cvResize(source,dest);
cvResetImageROI(dest);

Related

How to achieve high quality cropped images from canvas?

I am desperately searching for a good cropping tool. There are a bunch out there, for example:
Croppic
Cropit
Jcrop
The most important thing that I am trying to find is a cropping tool, that crops images without making the cropped image low in resolution. You can hack this by using the canvas tag by resizing the image. This way the image itself stays native, only the representation is smaller.
DarkroomJS was also something near the solution, but, unfortunately, the downloaded demo did not work. I'll try to figure out whats wrong. Does someone know some great alternatives, or how to get the cropped images in...let's say "native" resolution?
Thanks in advance!
You are relying on the cropping tool to provide an interface for the users. the problem is that the image returned is sized to the interface and not the original image. Rather than me sifting through the various API's to see if they provide some way of controlling this behaviour (I assume at least some of them would) and because it is such a simple procedure I will show how to crop the image manually.
To use JCrop as an example
Jcrop provides various events for cropstart, cropmove, cropend... You can add a listener to listen to these events and keep a copy of the current cropping interface state
var currentCrop;
jQuery('#target').on('cropstart cropmove cropend',function(e,s,crop){
currentCrop = crop;
}
I don't know where you have set the interface size and I am assuming the events return the crop details at the interface scale
var interfaceSize = { //you will have to work this out
w : ?,
h : ?.
}
Your original image
var myImage = new Image(); // Assume you know how to load
So when the crop button is clicked you can create the new image by scaling the crop details back to the original image size, creating a canvas at the cropped size, drawing the image so that the cropped area is corectly positioned and returning the canvas as is or as a new image.
// image = image to crop
// crop = the current cropping region
// interfaceSize = the size of the full image in the interface
// returns a new cropped image at full res
function myCrop(image,crop,interfaceSize){
var scaleX = image.width / interfaceSize.w; // get x scale
var scaleY = image.height / interfaceSize.h; // get y scale
// get full res crop region. rounding to pixels
var x = Math.round(crop.x * scaleX);
var y = Math.round(crop.y * scaleY);
var w = Math.round(crop.w * scaleX);
var h = Math.round(crop.h * scaleY);
// Assume crop will never pad
// create an drawable image
var croppedImage = document.createElement("canvas");
croppedImage.width = w;
croppedImage.height = h;
var ctx = croppedImage.getContext("2d");
// draw the image offset so the it is correctly cropped
ctx.drawImage(image,-x,-y);
return croppedImage
}
You then only need to call this function when the crop button is clicked
var croppedImage;
myButtonElement.onclick = function(){
if(currentCrop !== undefined){ // ensure that there is a selected crop
croppedImage = myCrop(myImage,currentCrop,interfaceSize);
}
}
You can convert the image to a dataURL for download, and upload via
imageData = croppedImage.toDataURL(mimeType,quality) // quality is optional and only for "image/jpeg" images

Finding size of images imported at runtime

I am currently loading images at runtime from directories stored in an XML file, and assigning them to RawImage components via the WWW class. While this is working fine, the image is skewed to fit into the new texture size.
I am wondering how to get an image’s original size or aspect ratio so that I can change the size of the image rect to suit. The images to be imported are at varying sizes and therefore the approach used needs to be responsive to the original size of imported images.
Any suggestions would be much appreciated. [Scripting in uJS]
Many thanks in advance, Ryan
function loadContextImage(texLocation : String)
{
if (!imageView.activeSelf)
{
imageView.SetActive(true);
}
var wwwDirectory = "file://" + texLocation; //this will probably need to change for other OS (PC = file:/ [I think?]) - **REVISE**
var newImgTex = new Texture2D(512, 512);
while(true){
var www : WWW = new WWW(wwwDirectory);
yield www;
www.LoadImageIntoTexture(newImgTex);
if (www.isDone){
break; //if done downloading image break loop
}
}
var imageRender : UI.RawImage = imageView.GetComponent.<RawImage>();
imageRender.texture = newImgTex;
}
If you cannot use an Image (for nay valid reasons), you can get the width and height of the texture:
WWW www = new WWW(url);
yield return www;
Texture2D tex = www.texture;
float aspectRatio = tex.height / tex.width;
rawImage.width = width;
rawImage.height = width * aspectRatio;
This should make the rect of the image of the appropriate ratio of the texture.
If you can use Image and preserveAspectRatio, you get it done by Unity. The result is not necessarily the same since it will keep the dimensions of the box and make the Sprite occupies as much space while keeping ratio.

GraphicsView fitInView() very pixelated result when downshrinking

I have searched everywhere and i cannot find any solution after 2 days of trying.
The Problem:
I'm doing an image Viewer with "Fit Image to View" feature. I load a picture of say 3000+ pixels in my GraphicsView (which is a lot smaller ofcourse), scrollbars appear that's good. When i click my btnFitView and executed:
ui->graphicsView->fitInView(scene->sceneRect(),Qt::KeepAspectRatio);
This is down scaling right? After fitInView() all lines are pixelated. It looks like a saw went over the lines on the image.
For example: image of a car has lines, image of a texbook (letters become in very bad quality).
My code sample:
// select file, load image in view
QString strFilePath = QFileDialog::getOpenFileName(
this,
tr("Open File"),
"/home",
tr("Images (*.png *.jpg)"));
imageObject = new QImage();
imageObject->load(strFilePath);
image = QPixmap::fromImage(*imageObject);
scene = new QGraphicsScene(this);
scene->addPixmap(image);
scene->setSceneRect(image.rect());
ui->graphicsView->setScene(scene);
// on_btnFitView_Clicked() :
ui->graphicsView->fitInView(scene->sceneRect(),Qt::KeepAspectRatio);
Just before fitInView(), sizes are:
qDebug()<<"sceneRect = "<< scene->sceneRect();
qDebug()<<"viewRect = " << ui->graphicsView->rect();
sceneRect = QRectF(0,0 1000x750)
viewRect = QRect(0,0 733x415)
If it is necessary i can upload screenshots of original loaded image and fitted in view ?
Am i doing this right? It seems all examples on the Web work with fitInView for auto-fitting. Should i use some other operations on the pixmap perhaps?
SOLUTION
// LOAD IMAGE
bool ImgViewer::loadImage(const QString &strImagePath)
{
m_image = new QImage(strImagePath);
if(m_image->isNull()){
return false;
}
clearView();
m_pixmap = QPixmap::fromImage(*m_image);
m_pixmapItem = m_scene->addPixmap(m_pixmap);
m_scene->setSceneRect(m_pixmap.rect());
this->centerOn(m_pixmapItem);
// preserve fitView if active
if(m_IsFitInView)
fitView();
return true;
}
// TOGGLED FUNCTIONS
void ImgViewer::fitView()
{
if(m_image->isNull())
return;
this->resetTransform();
QPixmap px = m_pixmap; // use local pixmap (not original) otherwise image is blurred after scaling the same image multiple times
px = px.scaled(QSize(this->width(),this->height()),Qt::KeepAspectRatio,Qt::SmoothTransformation);
m_pixmapItem->setPixmap(px);
m_scene->setSceneRect(px.rect());
}
void ImgViewer::originalSize()
{
if(m_image->isNull())
return;
this->resetTransform();
m_pixmap = m_pixmap.scaled(QSize(m_image.width(),m_image.height()),Qt::KeepAspectRatio,Qt::SmoothTransformation);
m_pixmapItem->setPixmap(m_pixmap);
m_scene->setSceneRect(m_pixmap.rect());
this->centerOn(m_pixmapItem); //ensure item is centered in the view.
}
On downshrink this produces good quality. Here are some stats after calling these 2 functions:
// "originalSize()" : IMAGE SIZE = (1152, 2048)
// "originalSize()" : PIXMAP SIZE = (1152, 2048)
// "originalSize()" : VIEW SIZE = (698, 499)
// "originalSize()" : SCENE SIZE = (1152, 2048)
// "fitView()" : IMAGE SIZE = (1152, 2048)
// "fitView()" : PIXMAP SIZE = (1152, 2048)
// "fitView()" : VIEW SIZE = (698, 499)
// "fitView()" : SCENE SIZE = (280, 499)
There is a problem now, after call to fitView() look the size of scene? Much smaller.
And if fitView() is activated, and I now scale the image on wheelEvent (zoomIn/zoomOut), with the views scale function: scale(factor,factor); ..produces terrible result.
This doesn't happen with originalSize() where scene size is equal to image size.
Think of the view as a window into the scene.
Moving the view large amounts, either zooming in or out, will likely create images that don't look great. Rather than the image being scaled as you would expect, the view is just moving away from the scene and doing its best to render the image, but the image has not been scaled, just transformed in the scene.
Rather than using QGraphicsView::fitInView, keep the main image in memory and create a scaled version of the image with QPixamp::scaled, each time FitInView is selected, or the user zooms in / out. Then set this QPixmap on the QGraphicsPixmapItem with setPixmap.
You may also want to think about dropping the scroll bars and allowing the user to drag the image around the screen, which provides a better user interface, in my opinion; though of-course it depends on your requirements.

How to crop an Image using CvRect in Open CV.

I want to crop an image of 1176*640 to save the ROI of 1176*400 size. I am using the following snippet to acheive bit I am still getting the original image as output.
IplImage *CMyFunction::ROI(IplImage *pImage, CvRect ROI)
{
IplImage *mROI = cvCreateImage(cvGetSize(*pImage), IPL_DEPTH_8U, 1);
cvSetImageROI(pImage, rect_ROI);
cvCopy(pImage, mROI);
cvResetImageROI(pImage);
return mROI;
}
For cvCopy() the source and destination should be same size and type, that is the parameter like width, height, depth, and number of channel should be equal for both image. In your case you can change your code either like
IplImage *mROI = cvCreateImage(cvGetSize(pImage), pImage->depth, pImage->nChannels); //create dest with same size as source
cvSetImageROI(pImage, rect_ROI); //Set roi on source
cvSetImageROI(mROI, rect_ROI); //set roi on dest
cvCopy(pImage, mROI);
cvResetImageROI(pImage);
cvResetImageROI(mROI);
or
IplImage *mROI = cvCreateImage(cvSize(rect_ROI.width,rect_ROI.height), pImage->depth, pImage->nChannels); // create an image of size as rect
cvSetImageROI(pImage, rect_ROI); //set roi on source
cvCopy(pImage, mROI);
cvResetImageROI(pImage);
I understood that the pointer when leaves the function is no longer stable and declared a new IplImage* outside of the function and pass it as a parameter which proved to be efficient.
IplImage *CMyFunction::ROI(IplImage *pImage, CvRect ROI, IplImage* FinalImage)

How to tell if an image is 90% black?

I have never done image processing before.
I now need to go through many jpeg images from a camera to discard those very dark (almost black) images.
Are there free libraries (.NET) that I can use? Thanks.
Aforge is a great image processing library. Specifically the Aforge.Imaging assembly.
You could try to apply a threshold filter, and use an area or blob operator and do your comparisons from there.
I needed to do the same thing. I came up with this solution to flag mostly black images. It works like a charm. You could enhance it to delete or move the file.
// set limit
const double limit = 90;
foreach (var img in Directory.EnumerateFiles(#"E:\", "*.jpg", SearchOption.AllDirectories))
{
// load image
var sourceImage = (Bitmap)Image.FromFile(img);
// format image
var filteredImage = AForge.Imaging.Image.Clone(sourceImage);
// free source image
sourceImage.Dispose();
// get grayscale image
filteredImage = Grayscale.CommonAlgorithms.RMY.Apply(filteredImage);
// apply threshold filter
new Threshold().ApplyInPlace(filteredImage);
// gather statistics
var stat = new ImageStatistics(filteredImage);
var percentBlack = (1 - stat.PixelsCountWithoutBlack / (double)stat.PixelsCount) * 100;
if (percentBlack >= limit)
Console.WriteLine(img + " (" + Math.Round(percentBlack, 2) + "% Black)");
filteredImage.Dispose();
}
Console.WriteLine("Done.");
Console.ReadLine();

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