Pixel Replication bug - image

My Old image is being copied till the middle of the new image
PImage toPixelReplication(PImage p)
{
PImage newImage = new PImage((p.width*2),(p.height*2));
newImage.loadPixels();
for(int i = 0; i < p.width; i++)
{
for(int j = 0; j < p.height; j++)
{
newImage.pixels[((2*i))*p.width + (j*2)]= p.pixels[(i)*p.width + j];
}
}
newImage.updatePixels();
return newImage;
}

You are missing a factor two since the new image's width is twice the old one:
newImage.pixels[((2*j))*(2*p.width) + (i*2)]= p.pixels[(j)*p.width + i];
I also exchange i and j because they should be the other way round in the pixel calculations (i denotes the column, j the row).
Note: this method fills only every second pixel in every second row. If you want the full image filled (each pixel doubled horizontally and vertically) you may use the following lines:
for(int i = 0; i < 2*p.width; i++) {
for(int j = 0; j < 2*p.height; j++) {
newImage.pixels[j*2*p.width + i]= p.pixels[(j/2)*p.width + (i/2)];
}
}

Related

How can I make a grid of tiles (that can be rotated randomly) in processing?

I have the following code in Processing that will produce a grid of randomly selected tiles from loaded files:
static int img_count = 6;
PImage[] img;
void setup() {
size(1200, 800);
img = new PImage[img_count];
for (int i = 0; i < img_count; i++) {
img[i] = loadImage("./1x/Artboard " + (i+1) + ".png");
}
}
void draw() {
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 12; j++) {
int rand_index = int(random(img_count));
image(img[rand_index], 100 * i, 100 * j, 100, 100 );
}
}
}
By itself, it almost does what I want:
But I need that every tile be randomly rotated as well, so I tried this:
void draw() {
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 12; j++) {
float r = int(random(4)) * HALF_PI; // I added this
rotate(r); // I added this
int rand_index= int(random(img_count));
image(img[rand_index], 100 * i, 100 * j, 100, 100 );
}
}
}
This second code doesn't act as I intended, as rotate() will rotate the entire image, including tiles that were already rendered. I couldn't find an appropriate way to rotate a tile the way I want, is there any way to rotate the tile before placing it?
You will probably need to translate before rotating.
The order of transformations is important (e.g. translating, then rotating will be a different location than rotation, then translating).
In your case image(img, x, y) makes it easy to miss that behind the scenes it's more like translate(x,y);image(img, 0, 0);.
I recommend:
void draw() {
for (int i = 0; i < 12; i++) {
for (int j = 0; j < 12; j++) {
float r = int(random(4)) * HALF_PI; // I added this
translate(100 * i, 100 * j); // translate first
rotate(r); // I added this
int rand_index= int(random(img_count));
image(img[rand_index], 0, 0, 100, 100 );
}
}
}
(depending on your setup, you might find imageMode(CENTER); (in setup()) handy to rotate from image centre (as opposed to top left corner (default)))

processing animation in loop

so its my first day using processing and i need a bit of help to start with this is my code, im doing the selection sort:
int[] numbers; // Declare array
int currentmin;
int exchange=0;
void setup() {
frameRate(0.1);
size(500,500);
numbers = new int[10]; // Create array with 10 cells
background(105);
for (int i = 0; i < numbers.length; i++) { // random numbers from 1 to 100
int r = int(random(1,100)); // create random numbers
for (int j=0; j<numbers.length; j++) { //make sure not duplications
if(numbers[j]==r)
{r=r+1;}
}
numbers[i]=r; //fill array with random numbers
println(r);
}
fill(255,0,0);
for (int i = 0; i < numbers.length; i++) { //draw rectangles
rect(i*40+10,400 ,35, -numbers[i]);
}
for (int j=0; j < numbers.length; j++){ //set pivot number
currentmin=numbers[j];
for (int i=j+1; i < numbers.length; i++){ //find lowest number in array
if (numbers[i] < currentmin) {
currentmin = numbers[i];
}
}
for ( int i=j; i<numbers.length;i++){ //swap pivot with lowest number
if ( numbers[i]==currentmin){
exchange=numbers[j];
numbers[j]=numbers[i];
numbers[i]=exchange;
//here
}
}
}
}
void draw() {
background(105);
for (int z = 0; z < numbers.length; z++) {
rect(z*40+10,400 ,35, -numbers[z]);
}
}
as you can see where i have the comment here im trying to make the thing animated and to see the rectangles change place on each iteration in the first loop, but its not working... any help ? i tried calling draw(); hopelessly but it didnt work... anyway i can get a help ?
This isn't exactly a trivial animation to execute. You should really start with something simpler.
But to answer your question, you wouldn't put your animation inside a for loop. Instead, you need to make it so the draw() function draws a single frame of the animation. Processing automatically calls the draw() function 60 times per second, so by changing what's drawn each time, you create an animation.
Shameless self-promotion: I wrote a tutorial on creating animations in Processing available here.

Weird OpenCV Code

This is weird. I have this following code:
int white = 0;
int black = 0;
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
int total = 0;
for (int x = i - 1; x <= i + 1; x++) {
for (int y = j - 1; y <= j + 1; y++) {
total += data[x*step + y];
}
}
if (total == (255 * 9)) {
white += 1;
// data[i*step + j] = 255;
}
else {
black += 1;
// data[i*step + j] = 0;
}
}
}
cout << white << endl << black << endl;
When I run this code, it will input the white and black correctly. But for some reason, when I uncomment the data, the code will be wrong. Btw, I'm just simply eroding an image, and this is what I've come up so far.
When you uncomment those statements you will then be modifying data[] "in place" and, because you are performing a neighbourhood operation, that modified data will be re-used as input data in subsequent iterations, which will of course make the results invalid. You need a separate output image to write these new values to.
your code is overflowing.
if you want to check a 3x3 neighbourhood, you need to spare a 1 pixel border at all sides.
also, you can't do it in-place, you need a second Mat for the result.
Mat m2 = m.clone();
int white = 0;
int black = 0;
for (int i = 1; i < height - 1; i++){ // border
for (int j = 1; j < width - 1; j++){ // border
int total = 0;
for (int x = i - 1; x <= i + 1; x++){
for (int y = j - 1; y <= j + 1; y++){
total += data[x*step + y];
}
}
if (total == (255 * 9)){
white += 1;
m2.data[i*step + j] = 255; // *write* to a 2nd mat
}
else{
black += 1;
m2.data[i*step + j] = 0; // *write* to a 2nd mat
}
}
}
cout << white << endl << black << endl;

Image rotation algorithm for a square pixel grid

I'm currently working on my own little online pixel editor.
Now I'm trying to add a rotation function.
But I can't quite figure out how to realize it.
Here is the basic query for my pixel grid:
for (var y = 0;y < pixelAmount;y++) {
for (var x = 0;x < pixelAmount;x++) {
var name = y + "x" + x;
newY = ?? ;
newX = ?? ;
if ($(newY + "x" + newX).style.backgroundColor != "rgb(255, 255, 255)")
{ $(name).style.backgroundColor = $(newY + "x" + newX).style.backgroundColor; }
}
}
How do I calculate newY and newX?
How do you rotate a two dimensional array?
from this^ post I got this method (in c#):
int a[4][4];
int n=4;
int tmp;
for (int i=0; i<n/2; i++){
for (int j=i; j<n-i-1; j++){
tmp=a[i][j];
a[i][j]=a[j][n-i-1];
a[j][n-i-1]=a[n-i-1][n-j-1];
a[n-i-1][n-j-1]=a[n-j-1][i];
a[n-j-1][i]=tmp;
}
}
or this one:
int[,] array = new int[4,4] {
{ 1,2,3,4 },
{ 5,6,7,8 },
{ 9,0,1,2 },
{ 3,4,5,6 }
};
int[,] rotated = RotateMatrix(array, 4);
static int[,] RotateMatrix(int[,] matrix, int n) {
int[,] ret = new int[n, n];
for (int i = 0; i < n; ++i) {
for (int j = 0; j < n; ++j) {
ret[i, j] = matrix[n - j - 1, i];
}
}
return ret;
}
the first method doesn't use a second array (/matrix) to save memory..
Take a look at this doc (Section 3: Rotating a bitmap with an angle of any value). It walks you through how to do the math and gives you some sample code (C++, but it should be good enough for what you need).
If very quick performance is not of huge importance (which is the case by default), you can consider rotating the picture clockwise by flipping it against the main diagonal and then horizontally. To rotate counterclockwise, flip horizontally, then against the main diagonal. The code is much simpler.
For diagonal flip you exchange the values of image[x,y] with image[y,x] in a loop like this
for( var x = 0; x < pixelAmount; ++x )
for( var y = x + 1; y < pixelAmount; ++y )
swap(image[x,y],image[y,x]);
For horizontal flip you do something like
for( var y = 0; y < pixelAmount; ++y )
{
i = 0; j = pixelAmount - 1;
while( i < j ) {
swap( image[i,y], image[j,y] );
++i; --j;
}
}

cvDilate/cvErode: How to avoid connection between separated objects?

I would like to separate objects in OpenCv like the following image it shows:
But if I am using cvDilate or cvErode the objects grow together... how to do that with OpenCv?
It looks like you will need to write your own dilate function and then add xor functionality yourself.
Per the opencv documentation, here is the rule that cvdilate uses:
dst=dilate(src,element): dst(x,y)=max((x',y') in element))src(x+x',y+y')
Here is pseudocode for a starting point (this does not include xor code):
void my_dilate(img) {
for(i = 0; i < img.height; i++) {
for(j = 0; j < img.width; j++) {
max_pixel = get_max_pixel_in_window(img, i, j);
img.pixel(i,j) = max_pixel;
}
}
}
int get_max_pixel_in_window(img, center_row, center_col) {
int window_size = 3;
int cur_max = 0;
for(i = -window_size; i <= window_size; i++) {
for(j = -window_size; j <= window_size; j++) {
int cur_col = center_col + i;
int cur_row = center_row + j;
if(out_of_bounds(img, cur_col, cur_row)) {
continue;
}
int cur_pix = img.pixel(center_row + i, center_col + j);
if(cur_pix > cur_max) {
cur_max = cur_pix;
}
}
}
return cur_max;
}
// returns true if the x, y coordinate is outside of the image
int out_of_bounds(img, x, y) {
if(x >= img.width || x < 0 || y >= img.height || y <= 0) {
return 1;
}
return 0;
}
As far as I know OpenCV does not have "dilation with XOR" (although that would be very nice to have).
To get similar results you might try eroding (as in 'd'), and using the eroded centers as seeds for a Voronoi segmentation which you could then AND with the original image.
after erosion and dilate try thresholding the image to eliminate weak elements. Only strong regions should remain and thus improve the object separation. By the way could you be a little more clear about your problem with cvDilate or cvErode.

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