Calculating which tiles are lit in a tile-based game ("raytracing") - algorithm

I'm writing a little tile-based game, for which I'd like to support light sources. But my algorithm-fu is too weak, hence I come to you for help.
The situation is like this: There is a tile-based map (held as a 2D array), containing a single light source and several items standing around. I want to calculate which tiles are lit up by the light source, and which are in shadow.
A visual aid of what it would look like, approximately. The L is the light source, the Xs are items blocking the light, the 0s are lit tiles, and the -s are tiles in shadow.
0 0 0 0 0 0 - - 0
0 0 0 0 0 0 - 0 0
0 0 0 0 0 X 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 L 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 X X X X 0 0
0 0 0 - - - - - 0
0 0 - - - - - - -
A fractional system would be even better, of course, where a tile can be in half-shadow due to being partially obscured. The algorithm wouldn't have to be perfect - just not obviously wrong and reasonably fast.
(Of course, there would be multiple light sources, but that's just a loop.)
Any takers?

The roguelike development community has a bit of an obsession with line-of-sight, field-of-view algorithms.
Here's a link to a roguelike wiki article on the subject:
http://roguebasin.roguelikedevelopment.org/index.php?title=Field_of_Vision
For my roguelike game, I implemented a shadow casting algorithm (http://roguebasin.roguelikedevelopment.org/index.php?title=Shadow_casting) in Python. It was a bit complicated to put together, but ran reasonably efficiently (even in pure Python) and generated nice results.
The "Permissive Field of View" seems to be gaining popularity as well:
http://roguebasin.roguelikedevelopment.org/index.php?title=Permissive_Field_of_View

You can get into all sorts of complexities with calculating occlusion etc, or you can go for the simple brute force method: For every cell, use a line drawing algorithm such as the Bresenham Line Algorithm to examine every cell between the current one and the light source. If any are filled cells or (if you have only one light source) cells that have already been tested and found to be in shadow, your cell is in shadow. If you encounter a cell known to be lit, your cell will likewise be lit. An easy optimisation to this is to set the state of any cells you encounter along the line to whatever the final outcome is.
This is more or less what I used in my 2004 IOCCC winning entry. Obviously that doesn't make good example code, though. ;)
Edit: As loren points out, with these optimisations, you only need to pick the pixels along the edge of the map to trace from.

The algorithms being presented here seem to me to be doing more calculations than I think are needed. I have not tested this but I think it would work:
Initially, mark all pixels as lit.
For every pixel on the edge of the map: As Arachnid suggested, use Bresenham to trace a line from the pixel to the light. If that line strikes an obstruction then mark all pixels from the edge to just beyond the obstruction as being in shadow.

Quick and dirty:
(Depending on how big the array is)
Loop through each tile
draw a line to the Light
If any pary of the line hits an X, then it is in shadow
(Optional): calculate the amount of X the line passes through and do fancy maths to determint the proportion of the tile in shadow. NB: This could be done by anti-aliasing the line between the tile and the Light (therefore looking at other tiles along the route back to the light source) during the thresholding procedure these will appear as small anomolies. Depending on the logic used you could potentially determine how much (if at all) the tile is in shadow.
You could also keep a track of which pixels have been tested, therefore optimize the solution a little and not re-test pixels twice.
This could be dome pretty well by using image manipulation and drawing straight lines between pixles (tiles) If the lines are semi transparent and the X blocks are semi-transparent again. You can threshold the image to determine if the line has intersected an 'X'
If you have an option to use a 3rd party tool, then Id probably take it. In the long run it might turn out to be quicker, but you'd understand less about your game.

This is just for fun:
You can replicate the Doom 3 approach in 2D if you first do a step to convert your tiles into lines. For instance,
- - - - -
- X X X -
- X X - -
- X - - -
- - - - L
...would be reduced into three lines connecting the corners of the solid object in a triangle.
Then, do what the Doom 3 engine does: From the perspective of the light source, consider each "wall" that faces the light. (In this scene, only the diagonal line would be considered.) For each such line, project it into a trapezoid whose front edge is the original line, whose sides lie on lines from the light source through each end point, and whose back is far away, past the whole scene. So, it's a trapezoid that "points at" the light. It contains all the space that the wall casts its shadow on. Fill every tile in this trapezoid with darkness.
Proceed through all such lines and you will end up with a "stencil" that includes all the tiles visible from the light source. Fill these tiles with the light color. You may wish to light the tile a little less as you get away from the source ("attenuation") or do other fancy stuff.
Repeat for every light source in your scene.

To check if a tile is in shadow you need to draw a straight line back to the light source. If the line intersects another tile that's occupied, then the tile you were testing is in shadow. Raytracing algorithms do this for every object (in your case tile) in the view.
The Raytracing article on Wikipedia has pseudocode.

Here is a very simple but fairly effective approach that uses linear time in the number of tiles on screen. Each tile is either opaque or transparent (that's given to us), and each can be visible or shaded (that's what we're trying to compute).
We start by marking the avatar itself as "visible".
We then apply this recursive rule to determine the visibility of the remaining tiles.
If the tile is on the same row or column as the avatar, then it is only visible if the adjacent tile nearer to the avatar is visible and transparent.
If the tile is on a 45 degree diagonal from the avatar, then it is only visible if the neighboring diagonal tile (towards the avatar) is visible and transparent.
In all other cases, consider the three neighboring tiles that are closer to the avatar than the tile in question. For example, if this tile is at (x,y) and is above and to the right of the avatar, then the three tiles to consider are (x-1, y), (x, y-1) and (x-1, y-1). The tile in question is visible if any of those three tiles are visible and transparent.
In order to make this work, the tiles must be inspected in a specific order to ensure that the recursive cases are already computed. Here is an example of a working ordering, starting from 0 (which is the avatar itself) and counting up:
9876789
8543458
7421247
6310136
7421247
8543458
9876789
Tiles with the same number can be inspected in any order amongst themselves.
The result is not beautiful shadow-casting, but computes believable tile visibility.

I know this is years old question, but for anyone searching for this style of stuff I'd like to offer a solution I used once for a roguelike of my own; manually "precalculated" FOV. If you field of view of light source has a maximum outer distance it's really not very much effort to hand draw the shadows created by blocking objects. You only need to draw 1/8 th of the circle (plus the straight and diagonal directions); you can use symmerty for the other eigths. You'll have as many shadowmaps as you have squares in that 1/8th of a circle. Then just OR them together according to objects.
The three major pros for this are:
1. It's very quick if implemented right
2. You get to decide how the shadow should be cast, no comparing which algorith handles which situation the best
3. No weird algorith induced edge cases which you have to somehow fix
The con is you don't really get to implement a fun algorithm.

TK's solution is the one that you would generally use for this sort of thing.
For the partial lighting scenario, you could have it so that if a tile results in being in shadow, that tile is then split up into 4 tiles and each one of those is tested. You could then split that up as much as you wanted?
Edit:
You can also optimise it out a bit by not testing any of the tiles adjacent to a light - this would be more important to do when you have multiple light sources, I guess...

I've actually just recently wrote this functionality into one of my projects.
void Battle::CheckSensorRange(Unit* unit,bool fog){
int sensorRange = 0;
for(int i=0; i < unit->GetSensorSlots(); i++){
if(unit->GetSensorSlot(i)->GetSlotEmpty() == false){
sensorRange += unit->GetSensorSlot(i)->GetSensor()->GetRange()+1;
}
}
int originX = unit->GetUnitX();
int originY = unit->GetUnitY();
float lineLength;
vector <Place> maxCircle;
//get a circle around the unit
for(int i = originX - sensorRange; i < originX + sensorRange; i++){
if(i < 0){
continue;
}
for(int j = originY - sensorRange; j < originY + sensorRange; j++){
if(j < 0){
continue;
}
lineLength = sqrt( (float)((originX - i)*(originX - i)) + (float)((originY - j)*(originY - j)));
if(lineLength < (float)sensorRange){
Place tmp;
tmp.x = i;
tmp.y = j;
maxCircle.push_back(tmp);
}
}
}
//if we're supposed to fog everything we don't have to do any fancy calculations
if(fog){
for(int circleI = 0; circleI < (int) maxCircle.size(); circleI++){
Map->GetGrid(maxCircle[circleI].x,maxCircle[circleI].y)->SetFog(fog);
}
}else{
bool LOSCheck = true;
vector <bool> placeCheck;
//have to check all of the tiles to begin with
for(int circleI = 0; circleI < (int) maxCircle.size(); circleI++){
placeCheck.push_back(true);
}
//for all tiles in the circle, check LOS
for(int circleI = 0; circleI < (int) maxCircle.size(); circleI++){
vector<Place> lineTiles;
lineTiles = line(originX, originY, maxCircle[circleI].x, maxCircle[circleI].y);
//check each tile in the line for LOS
for(int lineI = 0; lineI < (int) lineTiles.size(); lineI++){
if(false == CheckPlaceLOS(lineTiles[lineI], unit)){
LOSCheck = false;
//mark this tile not to be checked again
placeCheck[circleI] = false;
}
if(false == LOSCheck){
break;
}
}
if(LOSCheck){
Map->GetGrid(maxCircle[circleI].x,maxCircle[circleI].y)->SetFog(fog);
}else{
LOSCheck = true;
}
}
}
}
There's some extra stuff in there that you wouldn't need if you're adapting it for your own use. The type Place is just defined as an x and y position for conveniences sake.
The line function is taken from Wikipedia with very small modifications. Instead of printing out x y coordinates I changed it to return a place vector with all the points in the line. The CheckPlaceLOS function just returns true or false based on if the tile has an object on it. There's some more optimizations that could be done with this but this is fine for my needs.

i have implemented tilebased field of view in a single C function. here it is:
https://gist.github.com/zloedi/9551625

If you don't want to spend the time to reinvent/re-implement this, there are plenty of game engines out there. Ogre3D is an open source game engine that fully supports lighting, as well as sound and game controls.

Related

SAT Collision detection - Corners fix

I'm building a game and I'm currently working on the physics.
I'm using the SAT algorithm to detect collisions. The collisions are between the character (AxisAlignedBoundingBox) and some rectangles (with rotation).
Everything works fine, except the collision near to a corner in specific situations. (This is a pretty known problem but I didn't find any good solutions).
On Example 1, in the second scene the character should move upwards (stay on the obstacle).
It happens to move left.
On Example 2, in the second scene the character should not get up. Sometimes it gets.
I know why this is happening, because of dx and dy, the Minimum Translation Vector isn't always the wanted one.
There are several solutions to this problem, but not a really good one (in terms of solving the problem and not creating others!).
I'm willing to even use a totally different algorithm from the beginning.
Please give me a hint about an algorithm better than the SAT, or some workaround.
THANK YOU!
A picture is worth many words.
The image has two boxes to test the red and the black..
Note how the center of the black box is always on the darker red box when it is just touching.
You can simplify any AABB test by increasing the size of one box by the size of the other. As long as you referance the boxes position by their centers all works well.
// x,y are box centers
var bBox = { w : 100 , h : 50, x : ?, y ? }; // black
var rBox = { w : 200 , h : 200, x : ?, y ? }; // red
to test if bBox is inside rBox
if(bBox.x > rBox.x - (rBox.w + bBox.w)/2 &&
bBox.x < rBox.x + (rBox.w + bBox.w)/2 &&
bBox.y > rBox.y - (rBox.h + bBox.h)/2 &&
bBox.y < rBox.y + (rBox.h + bBox.h)/2)
// boxes are touching.
}
Also works if boxes are moving. You just test if the vector of bBox movement intersects any of rBox's 4 sides.

What is the best way to check all pixels within certain radius?

I'm currently developing an application that will alert users of incoming rain. To do this I want to check certain area around user location for rainfall (different pixel colours for intensity on rainfall radar image). I would like the checked area to be a circle but I don't know how to do this efficiently.
Let's say I want to check radius of 50km. My current idea is to take subset of image with size 100kmx100km (user+50km west, user+50km east, user+50km north, user+50km south) and then check for each pixel in this subset if it's closer to user than 50km.
My question here is, is there a better solution that is used for this type of problems?
If the occurrence of the event you are searching for (rain or anything) is relatively rare, then there's nothing wrong with scanning a square or pixels and then, only after detecting rain in that square, checking whether that rain is within the desired 50km circle. Note that the key point here is that you don't need to check each pixel of the square for being inside the circle (that would be very inefficient), you have to search for your event (rain) first and only when you found it, check whether it falls into the 50km circle. To implement this efficiently you also have to develop some smart strategy for handling multi-pixel "stains" of rain on your image.
However, since you are scanning a raster image, you can easily implement the well-known Bresenham circle algorithm to find the starting and the ending point of the circle for each scan line. That way you can easily limit your scan to the desired 50km radius.
On the second thought, you don't even need the Bresenham algorithm for that. For each row of pixels in your square, calculate the points of intersection of that row with the 50km circle (using the usual schoolbook formula with square root), and then check all pixels that fall between these intersection points. Process all rows in the same fashion and you are done.
P.S. Unfortunately, the Wikipedia page I linked does not present Bresenham algorithm at all. It has code for Michener circle algorithm instead. Michener algorithm will also work for circle rasterization purposes, but it is less precise than Bresenham algorithm. If you care for precision, find a true Bresenham on somewhere. It is actually surprisingly diffcult to find on the net: most search hits erroneously present Michener as Bresenham.
There is, you can modify the midpoint circle algorithm to give you an array of for each y, the x coordinate where the circle starts (and ends, that's the same thing because of symmetry). This array is easy to compute, pseudocode below.
Then you can just iterate over exactly the right part, without checking anything.
Pseudo code:
data = new int[radius];
int f = 1 - radius, ddF_x = 1;
int ddF_y = -2 * radius;
int x = 0, y = radius;
while (x < y)
{
if (f >= 0)
{
y--;
ddF_y += 2; f += ddF_y;
}
x++;
ddF_x += 2; f += ddF_x;
data[radius - y] = x; data[radius - x] = y;
}
Maybe you can try something that will speed up your algorithm.
In brute force algorithm you will probably use equation:
(x-p)^2 + (y-q)^2 < r^2
(p,q) - center of the circle, user position
r - radius (50km)
If you want to find all pixels (x,y) that satisfy above condition and check them, your algorithm goes to O(n^2)
Instead of scanning all pixels in this circle I will check only only pixels that are on border of the circle.
In that case, you can use some more clever way to define circle.
x = p+r*cos(a)
y = q*r*sin(a)
a - angle measured in radians [0-2pi]
Now you can sample some angles, for example twenty of them, iterate and find all pairs (x,y) that are border for radius 50km. Now check are they on the rain zone and alert user.
For more safety I recommend you to use multiple radians (smaller than 50km), because your whole rain cloud can be inside circle, and your app will not recognize him. For example use 3 incircles (r = 5km, 15km, 30km) and do same thing. Efficiency of this algorithm only depends on number of angles and number of incircles.
Pseudocode will be:
checkRainDanger()
p,q <- position
radius[] <- array of radii
for c = 1 to length(radius)
a=0
while(a<2*pi)
x = p + radius[c]*cos(a)
y = q + radius[c]*sin(a)
if rainZone(x,y)
return true
else
a+=pi/10
end_while
end_for
return false //no danger
r2=r*r
for x in range(-r, +r):
max_y=sqrt(r2-x*x)
for y in range(-max_y, +max_y):
# x,y is in range - check for rain

Folding a selection of points on a 3D cube

I am trying to find an effective algorithm for the following 3D Cube Selection problem:
Imagine a 2D array of Points (lets make it square of size x size) and call it a side.
For ease of calculations lets declare max as size-1
Create a Cube of six sides, keeping 0,0 at the lower left hand side and max,max at top right.
Using z to track the side a single cube is located, y as up and x as right
public class Point3D {
public int x,y,z;
public Point3D(){}
public Point3D(int X, int Y, int Z) {
x = X;
y = Y;
z = Z;
}
}
Point3D[,,] CreateCube(int size)
{
Point3D[,,] Cube = new Point3D[6, size, size];
for(int z=0;z<6;z++)
{
for(int y=0;y<size;y++)
{
for(int x=0;x<size;x++)
{
Cube[z,y,x] = new Point3D(x,y,z);
}
}
}
return Cube;
}
Now to select a random single point, we can just use three random numbers such that:
Point3D point = new Point(
Random(0,size), // 0 and max
Random(0,size), // 0 and max
Random(0,6)); // 0 and 5
To select a plus we could detect if a given direction would fit inside the current side.
Otherwise we find the cube located on the side touching the center point.
Using 4 functions with something like:
private T GetUpFrom<T>(T[,,] dataSet, Point3D point) where T : class {
if(point.y < max)
return dataSet[point.z, point.y + 1, point.x];
else {
switch(point.z) {
case 0: return dataSet[1, point.x, max]; // x+
case 1: return dataSet[5, max, max - point.x];// y+
case 2: return dataSet[1, 0, point.x]; // z+
case 3: return dataSet[1, max - point.x, 0]; // x-
case 4: return dataSet[2, max, point.x]; // y-
case 5: return dataSet[1, max, max - point.x];// z-
}
}
return null;
}
Now I would like to find a way to select arbitrary shapes (like predefined random blobs) at a random point.
But would settle for adjusting it to either a Square or jagged Circle.
The actual surface area would be warped and folded onto itself on corners, which is fine and does not need compensating ( imagine putting a sticker on the corner on a cube, if the corner matches the center of the sticker one fourth of the sticker would need to be removed for it to stick and fold on the corner). Again this is the desired effect.
No duplicate selections are allowed, thus cubes that would be selected twice would need to be filtered somehow (or calculated in such a way that duplicates do not occur). Which could be a simple as using a HashSet or a List and using a helper function to check if the entry is unique (which is fine as selections will always be far below 1000 cubes max).
The delegate for this function in the class containing the Sides of the Cube looks like:
delegate T[] SelectShape(Point3D point, int size);
Currently I'm thinking of checking each side of the Cube to see which part of the selection is located on that side.
Calculating which part of the selection is on the same side of the selected Point3D, would be trivial as we don't need to translate the positions, just the boundary.
Next would be 5 translations, followed by checking the other 5 sides to see if part of the selected area is on that side.
I'm getting rusty in solving problems like this, so was wondering if anyone has a better solution for this problem.
#arghbleargh Requested a further explanation:
We will use a Cube of 6 sides and use a size of 16. Each side is 16x16 points.
Stored as a three dimensional array I used z for side, y, x such that the array would be initiated with: new Point3D[z, y, x], it would work almost identical for jagged arrays, which are serializable by default (so that would be nice too) [z][y][x] but would require seperate initialization of each subarray.
Let's select a square with the size of 5x5, centered around a selected point.
To find such a 5x5 square substract and add 2 to the axis in question: x-2 to x+2 and y-2 to y+2.
Randomly selectubg a side, the point we select is z = 0 (the x+ side of the Cube), y = 6, x = 6.
Both 6-2 and 6+2 are well within the limits of 16 x 16 array of the side and easy to select.
Shifting the selection point to x=0 and y=6 however would prove a little more challenging.
As x - 2 would require a look up of the side to the left of the side we selected.
Luckily we selected side 0 or x+, because as long as we are not on the top or bottom side and not going to the top or bottom side of the cube, all axis are x+ = right, y+ = up.
So to get the coordinates on the side to the left would only require a subtraction of max (size - 1) - x. Remember size = 16, max = 15, x = 0-2 = -2, max - x = 13.
The subsection on this side would thus be x = 13 to 15, y = 4 to 8.
Adding this to the part we could select on the original side would give the entire selection.
Shifting the selection to 0,6 would prove more complicated, as now we cannot hide behind the safety of knowing all axis align easily. Some rotation might be required. There are only 4 possible translations, so it is still manageable.
Shifting to 0,0 is where the problems really start to appear.
As now both left and down require to wrap around to other sides. Further more, as even the subdivided part would have an area fall outside.
The only salve on this wound is that we do not care about the overlapping parts of the selection.
So we can either skip them when possible or filter them from the results later.
Now that we move from a 'normal axis' side to the bottom one, we would need to rotate and match the correct coordinates so that the points wrap around the edge correctly.
As the axis of each side are folded in a cube, some axis might need to flip or rotate to select the right points.
The question remains if there are better solutions available of selecting all points on a cube which are inside an area. Perhaps I could give each side a translation matrix and test coordinates in world space?
Found a pretty good solution that requires little effort to implement.
Create a storage for a Hollow Cube with a size of n + 2, where n is the size of the cube contained in the data. This satisfies the : sides are touching but do not overlap or share certain points.
This will simplify calculations and translations by creating a lookup array that uses Cartesian coordinates.
With a single translation function to take the coordinates of a selected point, get the 'world position'.
Using that function we can store each point into the cartesian lookup array.
When selecting a point, we can again use the same function (or use stored data) and subtract (to get AA or min position) and add (to get BB or max position).
Then we can just lookup each entry between the AA.xyz and BB.xyz coordinates.
Each null entry should be skipped.
Optimize if required by using a type of array that return null if z is not 0 or size-1 and thus does not need to store null references of the 'hollow cube' in the middle.
Now that the cube can select 3D cubes, the other shapes are trivial, given a 3D point, define a 3D shape and test each part in the shape with the lookup array, if not null add it to selection.
Each point is only selected once as we only check each position once.
A little calculation overhead due to testing against the empty inside and outside of the cube, but array access is so fast that this solution is fine for my current project.

An algorithm to randomly place circles at least D distance apart

I'm trying to work out how to write an algorithm to randomly place circles of R radius, in a 2d rectangle of arbitrary dimensions, such that each placed circle is at least D distance away from other circles in the rectangle,
The rectangle doesn't need to be filled, to be more specific older circles may be destroyed, so I need to be able to place a new circle that respects the positions of the last N circles I've already placed (say 5 for eg), if it can't satisfy these conditions then I could handle it seperately.
Can anyone help me how to deduce such an algorithm, or perhaps point to some research that may cover this?
1 Place circle at random location
2 Loop over previous circles
3 if too close
4 delete new circle
5 goto 1
6 if need more circles
7 goto 1
To determine if there is room
Choose resolution required, say delta = D/100
for( x = 0; x < rectangle_size x += delta )
for( y = 0; y < rectangle_size y += delta )
unset failed
loop over circles
if x,y less than 2D from circle
set failed
break from circle loop
if not failed
return 'yes there is room'
return 'no, there is no room'
If you expect to have so many circles that there only a few holes left with room for new circles, then you could do this
clear candidates
Choose resolution required, say delta = D/100
for( x = 0; x < rectangle_size x += delta )
for( y = 0; y < rectangle_size y += delta )
unset failed
loop over circles
if x,y less than 2D from circle
set failed
break from circle loop
if not failed
add x,y to candidates
if no candidates
return 'there is no room'
randomly choose location for new circle from candidates
1. Pick random startingspot.
2. Place circle
3. Move in random direction at least D
4. Goto 2 until distance to edge is < D or the distance to another circles center is < 2D
The first algorithm to come to mind is simulated annealing. Basically, you start out with the easiest solution, probably just a grid, then you "shake the box" in random ways to see if you get better answers. First you do large shakes, then gradually make them smaller. It sounds a little chaotic, and doesn't always produce the absolute best solution, but when something is computationally intensive it usually comes pretty close in a lot shorter time.
It really depends on what you mean by "random". Assuming that you want as close to a uniform distribution as possible, you will probably have to use an iterative solution like the one ravenspoint suggested. It may be slightly faster to place all of the circles randomly and then start replacing circles that don't meet your distance condition.
If the randomness isn't that important - i.e. if it just has to "look" random (which is probably fine if you're not doing something scientific), then grid your space up and place your N circles by choosing N indices in the grid. You could make it slightly more "random" by adding some noise to the location that you place the circle inside the grid. This would work really well for sparse placement.

Measuring the average thickness of traces in an image

Here's the problem: I have a number of binary images composed by traces of different thickness. Below there are two images to illustrate the problem:
First Image - size: 711 x 643 px
Second Image - size: 930 x 951 px
What I need is to measure the average thickness (in pixels) of the traces in the images. In fact, the average thickness of traces in an image is a somewhat subjective measure. So, what I need is a measure that have some correlation with the radius of the trace, as indicated in the figure below:
Notes
Since the measure doesn't need to be very precise, I am willing to trade precision for speed. In other words, speed is an important factor to the solution of this problem.
There might be intersections in the traces.
The trace thickness might not be constant, but an average measure is OK (even the maximum trace thickness is acceptable).
The trace will always be much longer than it is wide.
I'd suggest this algorithm:
Apply a distance transformation to the image, so that all background pixels are set to 0, all foreground pixels are set to the distance from the background
Find the local maxima in the distance transformed image. These are points in the middle of the lines. Put their pixel values (i.e. distances from the background) image into a list
Calculate the median or average of that list
I was impressed by #nikie's answer, and gave it a try ...
I simplified the algorithm for just getting the maximum value, not the mean, so evading the local maxima detection algorithm. I think this is enough if the stroke is well-behaved (although for self intersecting lines it may not be accurate).
The program in Mathematica is:
m = Import["http://imgur.com/3Zs7m.png"] (* Get image from web*)
s = Abs[ImageData[m] - 1]; (* Invert colors to detect background *)
k = DistanceTransform[Image[s]] (* White Pxs converted to distance to black*)
k // ImageAdjust (* Show the image *)
Max[ImageData[k]] (* Get the max stroke width *)
The generated result is
The numerical value (28.46 px X 2) fits pretty well my measurement of 56 px (Although your value is 100px :* )
Edit - Implemented the full algorithm
Well ... sort of ... instead of searching the local maxima, finding the fixed point of the distance transformation. Almost, but not quite completely unlike the same thing :)
m = Import["http://imgur.com/3Zs7m.png"]; (*Get image from web*)
s = Abs[ImageData[m] - 1]; (*Invert colors to detect background*)
k = DistanceTransform[Image[s]]; (*White Pxs converted to distance to black*)
Print["Distance to Background*"]
k // ImageAdjust (*Show the image*)
Print["Local Maxima"]
weights =
Binarize[FixedPoint[ImageAdjust#DistanceTransform[Image[#], .4] &,s]]
Print["Stroke Width =",
2 Mean[Select[Flatten[ImageData[k]] Flatten[ImageData[weights]], # != 0 &]]]
As you may see, the result is very similar to the previous one, obtained with the simplified algorithm.
From Here. A simple method!
3.1 Estimating Pen Width
The pen thickness may be readily estimated from the area A and perimeter length L of the foreground
T = A/(L/2)
In essence, we have reshaped the foreground into a rectangle and measured the length of the longest side. Stronger modelling of the pen, for instance, as a disc yielding circular ends, might allow greater precision, but rasterisation error would compromise the signicance.
While precision is not a major issue, we do need to consider bias and singularities.
We should therefore calculate area A and perimeter length L using functions which take into account "roundedness".
In MATLAB
A = bwarea(.)
L = bwarea(bwperim(.; 8))
Since I don't have MATLAB at hand, I made a small program in Mathematica:
m = Binarize[Import["http://imgur.com/3Zs7m.png"]] (* Get Image *)
k = Binarize[MorphologicalPerimeter[m]] (* Get Perimeter *)
p = N[2 Count[ImageData[m], Except[1], 2]/
Count[ImageData[k], Except[0], 2]] (* Calculate *)
The output is 36 Px ...
Perimeter image follows
HTH!
Its been a 3 years since the question was asked :)
following the procedure of #nikie, here is a matlab implementation of the stroke width.
clc;
clear;
close all;
I = imread('3Zs7m.png');
X = im2bw(I,0.8);
subplottight(2,2,1);
imshow(X);
Dist=bwdist(X);
subplottight(2,2,2);
imshow(Dist,[]);
RegionMax=imregionalmax(Dist);
[x, y] = find(RegionMax ~= 0);
subplottight(2,2,3);
imshow(RegionMax);
List(1:size(x))=0;
for i = 1:size(x)
List(i)=Dist(x(i),y(i));
end
fprintf('Stroke Width = %u \n',mean(List));
Assuming that the trace has constant thickness, is much longer than it is wide, is not too strongly curved and has no intersections / crossings, I suggest an edge detection algorithm which also determines the direction of the edge, then a rise/fall detector with some trigonometry and a minimization algorithm. This gives you the minimal thickness across a relatively straight part of the curve.
I guess the error to be up to 25%.
First use an edge detector that gives us the information where an edge is and which direction (in 45° or PI/4 steps) it has. This is done by filtering with 4 different 3x3 matrices (Example).
Usually I'd say it's enough to scan the image horizontally, though you could also scan vertically or diagonally.
Assuming line-by-line (horizontal) scanning, once we find an edge, we check if it's a rise (going from background to trace color) or a fall (to background). If the edge's direction is at a right angle to the direction of scanning, skip it.
If you found one rise and one fall with the correct directions and without any disturbance in between, measure the distance from the rise to the fall. If the direction is diagonal, multiply by squareroot of 2. Store this measure together with the coordinate data.
The algorithm must then search along an edge (can't find a web resource on that right now) for neighboring (by their coordinates) measurements. If there is a local minimum with a padding of maybe 4 to 5 size units to each side (a value to play with - larger: less information, smaller: more noise), this measure qualifies as a candidate. This is to ensure that the ends of the trail or a section bent too much are not taken into account.
The minimum of that would be the measurement. Plausibility check: If the trace is not too tangled, there should be a lot of values in that area.
Please comment if there are more questions. :-)
Here is an answer that works in any computer language without the need of special functions...
Basic idea: Try to fit a circle into the black areas of the image. If you can, try with a bigger circle.
Algorithm:
set image background = 0 and trace = 1
initialize array result[]
set minimalExpectedWidth
set w = minimalExpectedWidth
loop
set counter = 0
create a matrix of zeros size w x w
within a circle of diameter w in that matrix, put ones
calculate area of the circle (= PI * w)
loop through all pixels of the image
optimization: if current pixel is of background color -> continue loop
multiply the matrix with the image at each pixel (e.g. filtering the image with that matrix)
(you can do this using the current x and y position and a double for loop from 0 to w)
take the sum of the result of each multiplication
if the sum equals the calculated circle's area, increment counter by one
store in result[w - minimalExpectedWidth]
increment w by one
optimization: include algorithm from further down here
while counter is greater zero
Now the result array contains the number of matches for each tested width.
Graph it to have a look at it.
For a width of one this will be equal to the number of pixels of trace color. For a greater width value less circle areas will fit into the trace. The result array will thus steadily decrease until there is a sudden drop. This is because the filter matrix with the circular area of that width now only fits into intersections.
Right before the drop is the width of your trace. If the width is not constant, the drop will not be that sudden.
I don't have MATLAB here for testing and don't know for sure about a function to detect this sudden drop, but we do know that the decrease is continuous, so I'd take the maximum of the second derivative of the (zero-based) result array like this
Algorithm:
set maximum = 0
set widthFound = 0
set minimalExpectedWidth as above
set prevvalue = result[0]
set index = 1
set prevFirstDerivative = result[1] - prevvalue
loop until index is greater result length
firstDerivative = result[index] - prevvalue
set secondDerivative = firstDerivative - prevFirstDerivative
if secondDerivative > maximum or secondDerivative < maximum * -1
maximum = secondDerivative
widthFound = index + minimalExpectedWidth
prevFirstDerivative = firstDerivative
prevvalue = result[index]
increment index by one
return widthFound
Now widthFound is the trace width for which (in relation to width + 1) many more matches were found.
I know that this is in part covered in some of the other answers, but my description is pretty much straightforward and you don't have to have learned image processing to do it.
I have interesting solution:
Do edge detection, for edge pixels extraction.
Do physical simulation - consider edge pixels as positively charged particles.
Now put some number of free positively charged particles in the stroke area.
Calculate electrical force equations for determining movement of these free particles.
Simulate particles movement for some time until particles reach position equilibrium.
(As they will repel from both stoke edges after some time they will stay in the middle line of stoke)
Now stroke thickness/2 would be average distance from edge particle to nearest free particle.

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