How to get Intensity Pointer of the gray Image in opencv - visual-studio-2010

I have a binary file of 16 bit Intensity of the image. I have read this data in short array. And create 16 bit gray Image using the following code.
IplImage *img=cvCreateImage( cvSize( Image_width, Image_height ), IPL_DEPTH_16S, 1 );
cvSetData(img,Data, sizeof(short )*Image_width);
Where Data is short array.
Then I set ROI for this Image using this function
cvSetImageROI(img, cvRect(crop_start.x, crop_start.y, crop_width, Image_height));
and ROI is being set successfully.
Now after setting the ROI I want to access the Intensity of the Image means I want pointer of the intensity of the cropped Image. I have tried this code to access the intensity
short *crop_Imagedata=(short *)img->imageData;
But This pointer is not giving the right Intensity as I have checked that by debugging the code.
Can any body please tell me how can I get pointer of the Image Intensity.
Thanks in Advance

Hello I have tryed the following to find what maybe you wannt to do:
IplImage *img=cvCreateImage( cvSize( 15, 15 ), IPL_DEPTH_16S, 1 );
cvSet(img,cvScalar(15));//sets all values to 15
cvSetImageROI(img, cvRect(4, 0, 10, 15));
short *crop_Imagedata=(short *)img->imageData;
((*crop_Imagedata) == 15) // true
The value that you will get is not in the roi! imageData of the IplImage structure is just a simple pointer and not a function !!! the rois of opencv is something that isn t that well documented and easy to use in my opinion. Maybe all algorithms of opencv use the rois somehow. I use them to but there is no such automatic function with the standard iplimage structure to simple use them.
If you wannt more magic try to use the new cv::Mat object...
but if you still wann t to use rois then you will have to allways to use
CvRect roi = cvGetImageROI(img);
method to check all the time the position. After that you will have to add the roi offset:
((short*)(img->imageData + (roi.y+ypos)*img-widthStep))[roi.x+xpos]
remember the standard Opencv is a C library not a C++ ! btw when mixing cv::Mat rois can be a bit annoying to. To copy an iplimage to a cv::Mat without roi I have to do the following:
CvRect roitmp = cvGetImageROI(ilimage);
cvResetImageROI(ilimage);
cv::Mat tmp = cv::Mat(ilimage).clone();
cvSetImageROI(ilimage,roitmp);
maybe here someone knows the right way of working with rois...

Related

Reading Pixels in WebGL 2 as Float values

I need to read the pixels of my framebuffer as float values.
My goal is to get a fast transfer of lots of particles between CPU and GPU and process them in realtime. For that I store the particle properties in a floating point texture.
Whenever a new particle is added, I want to get the current particle array back from the texture, add the new particle properties and then fit it back into the texture (this is the only way I could think of to dynamically add particles and process them GPU-wise).
I am using WebGL 2 since it supports reading back pixels to a PIXEL_PACK_BUFFER target. I test my code in Firefox Nightly. The code in question looks like this:
// Initialize the WebGLBuffer
this.m_particlePosBuffer = gl.createBuffer();
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, this.m_particlePosBuffer);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);
...
// In the renderloop, bind the buffer and read back the pixels
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, this.m_particlePosBuffer);
gl.readBuffer(gl.COLOR_ATTACHMENT0); // Framebuffer texture is bound to this attachment
gl.readPixels(0, 0, _texSize, _texSize, gl.RGBA, gl.FLOAT, 0);
I get this error in my console:
TypeError: Argument 7 of WebGLRenderingContext.readPixels could not be converted to any of: ArrayBufferView, SharedArrayBufferView.
But looking at the current WebGL 2 Specification, this function call should be possible. Using the type gl.UNSIGNED_BYTE also returns this error.
When I try to read the pixels in an ArrayBufferView (which I want to avoid since it seems to be way slower) it works with the format/type combination of gl.RGBA and gl.UNSIGNED_BYTE for a Uint8Array() but not with gl.RGBA and gl.FLOAT for a Float32Array() - this is as expected since it's documented in the WebGL Specification.
I am thankful for any suggestions on how to get my float pixel values from my framebuffer or on how to otherwise get this particle pipeline going.
Did you try using this extension?
var ext = gl.getExtension('EXT_color_buffer_float');
The gl you have is webgl1,not webgl2.Try:
var gl = document.getElementById("canvas").getContext('webgl2');
In WebGL2 the syntax for glReadPixel is
void gl.readPixels(x, y, width, height, format, type, ArrayBufferView pixels, GLuint dstOffset);
so
let data = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);
gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels, 0);
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels

Emgu CV Image width not multiple of 4

i am trying to do some image processing with Emgu CV.
I have raw pixel data of a gray image in an byte[]. I know the size of the image and the type.
I first create an image width the known size an type and then i want to load the date to the image (I have often done this in C++ OpenCV).
Image<Gray, Byte> image = new Image<Gray, byte>(width, height);
image.Bytes = data;
But the image is always kind of "cut through and puzzled together". It works with an image which width%4 = 0. That is why i assume it is some kind of "memory alignment" issue.
Has someone of you run into this problem and knows how to fix it?
Thanks,
Sebastian
Both your raw data and Image.Bytes are continuous pieces of memory. But every line of your array takes Width bytes, but line of Image takes Image.widthStep (I talk about IPLImage structure, don't know about Emgu pecularities) bytes, this value aligned for 4 bytes (99=>100 etc).
So you can or copy Width bytes for Yth line to Bytes[Y * widthStep] (height times), or create special 4-bytes-aligned array to collect raw data, then assign it to Image.Bytes
try using another constructor:
Image<Gray, Byte> image = new Image<Gray, byte>(width, height, bytesNum, data);
See also http://www.emgu.com/wiki/files/2.1.0.0/html/1d51c1ed-6f5e-65f9-206c-ef2d59c5c117.htm

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)

Drawing PixelFormat32bppPARGB images with GDI+ uses conventional formula instead of premultiplied one

Here is some minimal code to show an issue:
static const int MAX_WIDTH = 320;
static const int MAX_HEIGHT = 320;
Gdiplus::Bitmap foregroundImg(MAX_WIDTH,MAX_HEIGHT,PixelFormat32bppPARGB);
{
Gdiplus::Graphics g(&foregroundImg);
g.Clear(Gdiplus::Color(10,255,255,255));
}
Gdiplus::Bitmap softwareBitmap(MAX_WIDTH,MAX_HEIGHT,PixelFormat32bppPARGB);
Gdiplus::Graphics g(&softwareBitmap);
g.SetCompositingMode(Gdiplus::CompositingModeSourceOver);
g.SetCompositingQuality(Gdiplus::CompositingQualityDefault);
g.Clear(Gdiplus::Color(255,0,0,0));
g.DrawImage(foregroundImg,0,0);
CLSID encoder;
GetEncoderClsid(L"image/png",&encoder);
softwareBitmap.Save(L"d:\\image.png",&encoder);
As result I'm getting image filled by RGB values equals to 10. It seems GDI+ uses the conventional algorithm:
255*(10/255) + 0*(1-10/255) == 10.
But I'm expecting that premultiplied algorithm will be used (because foreground image has the premultiplied PixelFormat32bppPARGB format):
255 + 0*(1-10/255) == 255
So my question, why GDI+ uses conventional formula when image is in premultiplied alpha format? And is there any workaround to make GDI+ to use the premultiplied alpha algorithm?
The format of your foreground image doesn't matter (given that it has alpha) because you're setting it to a Gdiplus::Color. Color values are defined as non-premultiplied, so gdiplus multiplies the components by the alpha value when it clears the foreground image. The alternative would be for Color values to have different meaning depending on the format of the render target, and that way lies madness.
You might be able to do what you intend by setting the source image bits directly, or you might not. Components with values greater than 100% aren't really valid in gdiplus's rendering model, so I'd not be surprised if it caps them during rendering. If you really want this level of control over the rendering, you'll have to lock the bitmap bits and do it yourself.

CreatePatternBrush and screen color depth

I am creating a brush using CreatePatternBrush with a bitmap created with CreateBitmap.
The bitmap is 1 pixel wide and 24 pixels tall, I have the RGB value for each pixel, so I create an array of rgbquads and pass that to CreateBitmap.
This works fine when the screen color depth is 32bpp, since the bitmap I create is also 32bpp.
When the screen color depth is not 32bpp, this fails, and I understand why it does, since I should be creating a compatible bitmap instead.
It seems I should use CreateCompatibleBitmap instead, but how do I put the pixel data I have into that bitmap?
I have also read about CreateDIBPatternBrushPt, CreateDIBitmap, CreateDIBSection, etc.
I donĀ“t understand what is a DIBSection, and find the subject generally confusing.
I do understand that I need a bitmap with the same color depth as the screen, but how do I create it having only the 32bpp pixel data?
You could create a DIB because you can use a Device Independent Bitmap independently of the screen color depth. See CreateDIBSection().
How can you create it having only the 32bpp pixel data? A DIB can be created with 32bpp data. As you can read in the documentation:
The CreateDIBSection function creates
a DIB that applications can write to
directly. The function gives you a
pointer to the location of the bitmap
bit values.
If hSection is NULL, the system
allocates memory for the DIB. If the
function succeeds, the return value is
a handle to the newly created DIB, and
*ppvBits points to the bitmap bit values.
Try something like this:
VOID *ppvBits = NULL;
BITMAPINFO BitmapInfo;
memset(&BitmapInfo, 0, sizeof(BITMAPINFOHEADER));
BitmapInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
BitmapInfo.bmiHeader.biWidth = 1;
BitmapInfo.bmiHeader.biHeight = 24;
BitmapInfo.bmiHeader.biPlanes = 1;
BitmapInfo.bmiHeader.biBitCount = 32;
BitmapInfo.bmiHeader.biCompression = BI_RGB;
HBITMAP hBitmap = CreateDIBSection(hDC, &BitmapInfo, DIB_RGB_COLORS, &ppvBits, NULL, 0);
In our case *ppvBits points to 1 * 24 * (32 / 8) allocated bytes.
It is important to know that if biHeight is positive, the bitmap is a bottom-up DIB and its origin is the lower-left corner. See BITMAPINFOHEADER Structure for more info.
I solved it by using CreateCompatibleBitmap and SetPixel. Not the best option I guess, but it works.

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