Finding lines with that has specific angles in Python Open Cv - python-3.x

My quest is to gather information on edges that a particular image has for the purpose of content based image retrieval.
What I have in mind is :
a. apply Gaussian filter to soften/blurr the image.
b. apply Scharr function for sharpening it.
c. apply canny edge detection
d. somehow extract information on edges that are 0, 45, 90 and 135. (Hough Transform, maybe?)
Does anybody have a suggestion on what I have so far planned and how I can extract the information on the edges?
Thanks!

Why make it complicated? At first: The canny operator already includes blurring, why do want to preblur the image? Also sharpening is not necessary for edge detection.
You can use the Sobel operator to calculate the direction the detected edges. To do so, you first need to apply the filter in x and y direction and then calculate for each edge pixel the orientation angle θ θ = atan(Gy/Gx) where Gy is the pixel in the vertical edge map and Gx is the pixel in the horizontal edge map.

Related

How to rotate an Image with nearest neighbor and bilinear interpolations without using any OpenCv library?

I want to know any basic mathematics based algorithm to rotate an image using the nearest neighbor and bilinear interpolation without using OpenCV library and imrotate.
The image won't be cropped after rotation and full image must be displayed.
A rotation corresponds to an affine transformation of the coordinates and is easily described using matrix/vectors. It is no great deal to find the formulas on the Web.
Now the important thing to know, is that rather than taking the pixels of the original image an mapping them to the transformed image, you must work backwards.
Scan every pixel of the transformed image and by applying the inverse transform, find the corresponding coordinates in the original image. You need to do this using real coordinates.
Then
for the nearest-neighbor method, round the coordinates and just copy the source pixel value to the destination;
for the bilinear method, consider the four pixels around the obtained coordinates (you will perform a truncation to integer). Finally, compute the destination pixel as a bilinear combination of the four source pixels, using the fractional part of the coordinates as the weights to perform the interpolation.
Check the figures here: http://wtlab.iis.u-tokyo.ac.jp/wataru/lecture/rsgis/rsnote/cp9/cp9-7.htm

Transformation of pan vector using SVG API

I have an SVG <path> with points in "model" coordinate system. For simplicity let my path consist of x, sin(x) pairs - note the lack of any scaling and offsets.
To render it on screen I calculated a SVGMatrix and put it into SVGTransformList of my path element. Also I use CSS vector-effect: non-scaling-stroke.
Now I want to pan my sine chart using a mouse, so I got the shift vector in SVG screen coordinates.
My idea is to put one more matrix in my SVGTransformList and calculate it from the screen shift vector.
Should I put this new matrix before or after my original matrix? What is considered a good style? (I know that the coefficients of the second matrix will be different in the two cases)
Also to transform my shift vector to model coordinates I transform back two SVGPoints: zero and with coordinates of my delta vector, and manually subtract the images coordinate-wise. Is it the way to transform vectors, e.g. there are
no better math or API approach?

How can I calculate the Z value of triangles?

I am trying to implement a Z-buffer (depth buffer) for a polygon rasterization algorithm. All of my polygons are triangles and I understand that three points (x,y,z) that make up a triangle also form a plane. If I have the (x,y,z) values of the verices, how would I calculate the depth of every position on the face of the triangle?
In OpenGl or WebGl a z-buffer is applied just after rasterization i.e. for each pixel, not for each vertex of a triangle. In this case you need to save z-value for each pixel and then just get a pixel this max z-value. This is done automatically in pipeline.
If you wanna calculate a z-buffer just for vertices you need your own algorithm. For example just getting max z-value of triangle's vertices and sort triangles by this value.
Also check this link for more info.

Generating density map for tree growth rings

I was just wondering if someone know of any papers or resources on generating synthetic images of growth rings in trees. Im thinking 2d scalar-fields or some other data representation which can then be used to render growth rings like images :)
Thanks!
never done or heard about this ...
If you need simulation then search for biology/botanist sites instead.
If you need just visually close results then I would:
make a polygon covering the cut (circle/oval like shape)
start with circle and when all working try to add some random distortion or use ellipse
create 1D texture with the density
it will be used to fill the polygon via triangle fan. So first find an image of the tree type you want to generate for example this:
Analyze the color and intensity as a function of diameter so extract a pie like piece (or a thin rectangle)
and plot a graph of R,G,B values to see how the rings are shaped
then create function that approximate that (or use piecewise interpolation) and create your own texture as function of tree age. You can interpolate in this way booth the color and density of rings.
My example shows that for this tree the color is the same so only its intensity changes. In this case you do not need to approximate all 3 functions. The bumps are a bit noisy due to another texture layer (ignore this at start). You can use:
intensity=A*|cos(pi*t)| as a start
A is brightness
t is age in years/cycles (and also the x coordinate (scaled) in your 1D texture)
so take base color R,G,B multiply it by A for each t and fill the texture pixel with this color. You can add some randomness to ring period (pi*t) and also the scale can be matched more closely. This is linear growth ,... so you can use exponential instead or interpolate to match bumps per length affected by age (distance form t=0)...
now just render the polygon
mid point is the t=0 coordinate in texture each vertex of polygon is t=full_age coordinate in texture. So render the triangle fan with these texture coordinates. If you need more close match (rings are not the same thickness along the perimeter) then you can convert this to 2D texture
[Notes]
You can also do this incrementally so do just one ring per iteration. Next ring polygon is last one enlarged or scaled by scale>1 and add some randomness, but this needs to be rendered by QUAD STRIP. You can have static texture for single ring so interpolate just the density and overall brightness:
radius(i)=radius(i-1)+ring_width=radius(i-1)*scale
so:
scale=(radius(i-1)+ring_width)/radius(i-1)

How to map points in a 3D-plane into screen plane

I have given an assignment of to project a object in 3D space into a 2D plane using simple graphics in C. The question is that a cube is placed in fixed 3D space and there is camera which is placed in a position whose co-ordinates are x,y,z and the camera is looking at the origin i.e. 0,0,0. Now we have to project the cube vertex into the camera plane.
I am proceeding with the following steps
Step 1: I find the equation of the plane aX+bY+cZ+d=0 which is perpendicular to the line drawn from the camera position to the origin.
Step 2: I find the projection of each vertex of the cube to the plane which is obtained in the above step.
Now I want to map those vertex position which i got by projection in step 2 in the plane aX+bY+cZ+d=0 into my screen plane.
thanks,
I don't think that by letting the z co-ordinate equals zero will lead me to the actual mapping. So any help to figure out this.
You can do that in two simple steps:
Translate the cube's coordinates to the camera's system (using
rotation), such that the camera's own coordinates in that system are x=y=z=0 and the cube's translated z's are > 0.
Project the translated cube's coordinates onto a 2d plain by dividing its x's and y's by their respective z's (you may need to apply a constant scaling factor here for the coordinates to be reasonable for the screen, e.g. not too small and within +/-half the screen's height in pixels). This will create the perspective effect. You can now draw pixels using these divided x's and y's on the screen assuming x=y=0 is the center of it.
This is pretty much how it is done in 3d games. If you use cube vertex coordinates, then you get projections of its sides onto the screen. You may then solid-fill the resultant 2d shapes or texture-map them. But for that you'll have to first figure out which sides are not obscured by others (unless, of course, you use a technique called z-buffering). You don't need that for a simple wire-frame demo, though, just draw straight lines between the projected vertices.

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