How can i store and access images in Mat of opencv - visual-c++

I am trying to use:
cv::Mat source;
const int histSize[] = {intialframes, initialWidth, initialHeight};
source.create(3, histSize, CV_8U);
for saving multiple images in one matrix. However when i do so, it gives me dims = 3 and -1 in rows and cols.
Is it correct?
If not what is the bug in it?
if yes how can I access my images one by one?

Reading the documentation of the class cv::Mat ->doc
You can see that cv::Mat.rows and cv::Mat.cols are the number of rows and cols in a 2D array -1 otherwise.
With source.create(3, histSize, CV_8U); you are creating a 3D array.
In the cv::Mat doc is written how to access the elements.
With the create method the matrix is continuos and in a plane-by-plane organized fashion.
EDIT
The first part of text in the documentation after the code of the class definition tells you how to access each element of the matrix using the step[] parameter of the matrix:
If you want to access the pixel (u, v) of the image i you need to get a pointer to the data and use pointer's arithmetic to reach the desired pixel:
int sizes[] = { 10, 200, 100 };
cv::Mat M(3, sizes, CV_8UC1);
//get a pointer to the pixel
uchar *px = M.data + M.step[0] * i + M.step[1] * u + M.step[2] * v;
//get the pixel intensity
uchar intensity = *px;

Related

Is it possible to test if an arbitrary pixel is modifiable by the shader?

I am writing a spatial shader in godot to pixelate an object.
Previously, I tried to write outside of an object, however that is only possible in CanvasItem shaders, and now I am going back to 3D shaders due rendering annoyances (I am unable to selectively hide items without using the culling mask, which being limited to 20 layers is not an extensible solution.)
My naive approach:
Define a pixel "cell" resolution (ie. 3x3 real pixels)
For each fragment:
If the entire "cell" of real pixels is within the models draw bounds, color the current pixel as per the lower-left (where the pixel that has coordinates that are the multiple of the cell resolution).
If any pixel of the current "cell" is out of the draw bounds, set alpha to 1 to erase the entire cell.
psuedo-code for people asking for code of the likely non-existant functionality that I am seeking:
int cell_size = 3;
fragment {
// check within a cell to see if all pixels are part of the object being drawn to
for (int y = 0; y < cell_size; y++) {
for (int x = 0; x < cell_size; x++) {
int erase_pixel = 0;
if ( uv_in_model(vec2(FRAGCOORD.x - (FRAGCOORD.x % x), FRAGCOORD.y - (FRAGCOORD.y % y))) == false) {
int erase_pixel = 1;
}
}
}
albedo.a = erase_pixel
}
tl;dr, is it possible to know if any given point will be called by the fragment function?
On your object's material there should be a property called Next Pass. Add a new Spatial Material in this section, open up flags and check transparent and unshaded, and then right-click it to bring up the option to convert it to a Shader Material.
Now, open up the new Shader Material's Shader. The last process should have created a Shader formatted with a fragment() function containing the line vec4 albedo_tex = texture(texture_albedo, base_uv);
In this line, you can replace "texture_albedo" with "SCREEN_TEXTURE" and "base_uv" with "SCREEN_UV". This should make the new shader look like nothing has changed, because the next pass material is just sampling the screen from the last pass.
Above that, make a variable called something along the lines of "pixelated" and set it to the following expression:
vec2 pixelated = floor(SCREEN_UV * scale) / scale; where scale is a float or vec2 containing the pixel size. Finally replace SCREEN_UV in the albedo_tex definition with pixelated.
After this, you can have a float depth which samples DEPTH_TEXTURE with pixelated like this:
float depth = texture(DEPTH_TEXTURE, pixelated).r;
This depth value will be very large for pixels that are just trying to render the background onto your object. So, add a conditional statement:
if (depth > 100000.0f) { ALPHA = 0.0f; }
As long as the flags on this new next pass shader were set correctly (transparent and unshaded) you should have a quick-and-dirty pixelator. I say this because it has some minor artifacts around the edges, but you can make scale a uniform variable and set it from the editor and scripts, so I think it works nicely.
"Testing if a pixel is modifiable" in your case means testing if the object should be rendering it at all with that depth conditional.
Here's the full shader with my modifications from the comments
// NOTE: Shader automatically converted from Godot Engine 3.4.stable's SpatialMaterial.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,unshaded;
//the size of pixelated blocks on the screen relative to pixels
uniform int scale;
void vertex() {
}
//vec2 representation of one used for calculation
const vec2 one = vec2(1.0f, 1.0f);
void fragment() {
//scale SCREEN_UV up to the size of the viewport over the pixelation scale
//assure scale is a multiple of 2 to avoid artefacts
vec2 pixel_scale = VIEWPORT_SIZE / float(scale * 2);
vec2 pixelated = SCREEN_UV * pixel_scale;
//truncate the decimal place from the pixelated uvs and then shift them over by half a pixel
pixelated = pixelated - mod(pixelated, one) + one / 2.0f;
//scale the pixelated uvs back down to the screen
pixelated /= pixel_scale;
vec4 albedo_tex = texture(SCREEN_TEXTURE,pixelated);
ALBEDO = albedo_tex.rgb;
ALPHA = 1.0f;
float depth = texture(DEPTH_TEXTURE, pixelated).r;
if (depth > 10000.0f)
{
ALPHA = 0.0f;
}
}

Retrieving depth value of a sample position using depth map

I have been trying to implement SSAO following the LearnOpenGL implementation. In their implementation they have utilized the positions g-buffer to obtain the sample positions depth value and I am wondering how I could go about using the depth buffer instead since I have this ready to use, in order to retrieve the depth value instead of using the positions g-buffer. I have shown the LearnOpenGL implementation using the positions texture and the attempt I made at using the depth buffer. I think I might be missing a required step for utilizing the depth buffer but I am unsure.
[LearnOpenGL SSAO][1]
Using Positions g-buffer
layout(binding = 7) uniform sampler2D positionsTexture;
layout(binding = 6) uniform sampler2D depthMap;
// ...
vec4 offset = vec4(samplePos, 1.0);
offset = camera.proj * offset; //transform sample to clip space
offset.xyz /= offset.w; // perspective divide
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0-1
float sampleDepth = texture(positionsTexture, offset.xy).z;
I want to use the depth buffer instead. This approach did not seem to work for me
float sampleDepth = texture(depthMap, offset.xy).x;
Update: 8/01
I have implemented a linerazation function for the depth result. Still unable to obtain the right result. Am I missing something more?
float linearize_depth(float d,float zNear,float zFar)
{
return zNear * zFar / (zFar + d * (zNear - zFar));
}
float sampleDepth = linearize_depth(texture(depthMap, offset.xy).z, zNear, zFar);

3D vessel surface reconstruction

I have a 3D vascular free-hand ultrasound volume containing one vessel, and I am trying to reconstruct the surface of the vessel. The 3D volume is constructed from a stack of 2D images/B-scans, and the contour of the vessel in each B-scan has been segmented; that is, I have an ellipse representing the contour of the vessel in each B-scan in the volume. I have tried to reconstruct the contour of the vessel by following the VTK example of 'GenerateModelsFromLabels.cxx' (http://www.vtk.org/Wiki/VTK/Examples/Cxx/Medical/GenerateModelsFromLabels). However, the result is not a smooth surface from one frame to another as I would have hoped for it to be. It is discontinuous and irregular, and the surface doesn't connect the vessel contours between two adjacent frames in the volume if the displacement between the ellipses is large. In my approach, I basically used DiscreteMarchingCubes -> WindowedSincPolyDataFilter -> GeometryFilter.
I played around with the passband, smoothingIterations and featureAngle parameters, and I was able to obtain the best following result:
As you can see, it is not a smooth continuous surface with a lot of uninterpolated "holes" between adjacent frames, but it is all right. Can it be made better? I also tried using a 3D Delaunay triangulation, but it only gave me the convex hull, which is not the output I expected. I would like to know if there is a better approach towards reconstructing a surface that closely follows the contour of the vessel from one B-scan to the next in a volume?
A minimal working example is shown below:
vtkSmartPointer<vtkImageData> vesselVolume =
vtkSmartPointer<vtkImageData>::New();
int totalImages = 210;
for (int z = 0; z < totalImages; z++)
{
std::string strFile = "E:/datasets/vasc/rendering/contour/" + std::to_string(z + 1) + ".png";
cv::Mat im = cv::imread(strFile, CV_LOAD_IMAGE_GRAYSCALE);
if (z == 0)
{
vesselVolume->SetExtent(0, im.cols, 0, im.rows, 0, totalImages - 1);
vesselVolume->SetSpacing(1, 1, 1);
vesselVolume->SetOrigin(0, 0, 0);
vesselVolume->AllocateScalars(VTK_UNSIGNED_CHAR, 0);
}
std::vector<cv::Point2i> locations; // output, locations of non-zero pixels
cv::findNonZero(im, locations);
for (int nzi = 0; nzi < locations.size(); nzi++)
{
unsigned char* pixel = static_cast<unsigned char*>(vesselVolume->GetScalarPointer(locations[nzi].x, locations[nzi].y, z));
pixel[0] = 255;
}
}
vtkSmartPointer<vtkDiscreteMarchingCubes> discreteCubes =
vtkSmartPointer<vtkDiscreteMarchingCubes>::New();
discreteCubes->SetInputData(vesselVolume);
discreteCubes->GenerateValues(1, 255, 255);
discreteCubes->ComputeNormalsOn();
vtkSmartPointer<vtkWindowedSincPolyDataFilter> smoother =
vtkSmartPointer<vtkWindowedSincPolyDataFilter>::New();
unsigned int smoothingIterations = 10;
double passBand = 2;
double featureAngle = 360.0;
smoother->SetInputConnection(discreteCubes->GetOutputPort());
smoother->SetNumberOfIterations(smoothingIterations);
smoother->BoundarySmoothingOff();
//smoother->FeatureEdgeSmoothingOff();
smoother->FeatureEdgeSmoothingOn();
smoother->SetFeatureAngle(featureAngle);
smoother->SetPassBand(passBand);
smoother->NonManifoldSmoothingOn();
smoother->BoundarySmoothingOn();
smoother->NormalizeCoordinatesOn();
smoother->Update();
vtkSmartPointer<vtkThreshold> selector =
vtkSmartPointer<vtkThreshold>::New();
selector->SetInputConnection(smoother->GetOutputPort());
selector->SetInputArrayToProcess(0, 0, 0,
vtkDataObject::FIELD_ASSOCIATION_CELLS,
vtkDataSetAttributes::SCALARS);
vtkSmartPointer<vtkMaskFields> scalarsOff =
vtkSmartPointer<vtkMaskFields>::New();
// Strip the scalars from the output
scalarsOff->SetInputConnection(selector->GetOutputPort());
scalarsOff->CopyAttributeOff(vtkMaskFields::POINT_DATA,
vtkDataSetAttributes::SCALARS);
scalarsOff->CopyAttributeOff(vtkMaskFields::CELL_DATA,
vtkDataSetAttributes::SCALARS);
vtkSmartPointer<vtkGeometryFilter> geometry =
vtkSmartPointer<vtkGeometryFilter>::New();
geometry->SetInputConnection(scalarsOff->GetOutputPort());
geometry->Update();
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(geometry->GetOutputPort());
mapper->ScalarVisibilityOff();
mapper->Update();
vtkSmartPointer<vtkRenderWindow> renderWindow =
vtkSmartPointer<vtkRenderWindow>::New();
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
renderWindow->AddRenderer(renderer);
renderer->SetBackground(.2, .3, .4);
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
renderer->AddActor(actor);
renderer->ResetCamera();
renderWindow->Render();
renderWindowInteractor->Start();
Assuming that your problem is hand shaking between slices, one possible way to improve your result is to apply slice to slice registration. It should be easy to try using ImageJ. Use the transforms between slices to also transform your labeled images. Then run your transformed label images through your current pipeline.

Custom filter bank is not generating the expected output

Please, refer to this article.
I have implemented the section 4.1 (Pre-processing).
The preprocessing step aims to enhance image features along a set of
chosen directions. First, image is grey-scaled and filtered with a
sharpening filter (we subtract from the image its local-mean filtered
version), thus eliminating the DC component.
We selected 12 not overlapping filters, to analyze 12 different
directions, rotated with respect to 15° each other.
GitHub Repositiry is here.
Since, the given formula in the article is incorrect, I have tried two sets of different formulas.
The first set of formula,
The second set of formula,
The expected output should be,
Neither of them are giving proper results.
Can anyone suggest me any modification?
GitHub Repository is here.
Most relevalt part of the source code is here:
public List<Bitmap> Apply(Bitmap bitmap)
{
Kernels = new List<KassWitkinKernel>();
double degrees = FilterAngle;
KassWitkinKernel kernel;
for (int i = 0; i < NoOfFilters; i++)
{
kernel = new KassWitkinKernel();
kernel.Width = KernelDimension;
kernel.Height = KernelDimension;
kernel.CenterX = (kernel.Width) / 2;
kernel.CenterY = (kernel.Height) / 2;
kernel.Du = 2;
kernel.Dv = 2;
kernel.ThetaInRadian = Tools.DegreeToRadian(degrees);
kernel.Compute();
//SleuthEye
kernel.Pad(kernel.Width, kernel.Height, WidthWithPadding, HeightWithPadding);
Kernels.Add(kernel);
degrees += degrees;
}
List<Bitmap> list = new List<Bitmap>();
Bitmap image = (Bitmap)bitmap.Clone();
//PictureBoxForm f = new PictureBoxForm(image);
//f.ShowDialog();
Complex[,] cImagePadded = ImageDataConverter.ToComplex(image);
Complex[,] fftImage = FourierTransform.ForwardFFT(cImagePadded);
foreach (KassWitkinKernel k in Kernels)
{
Complex[,] cKernelPadded = k.ToComplexPadded();
Complex[,] convolved = Convolution.ConvolveInFrequencyDomain(fftImage, cKernelPadded);
Bitmap temp = ImageDataConverter.ToBitmap(convolved);
list.Add(temp);
}
return list;
}
Perhaps the first thing that should be mentioned is that the filters should be generated with angles which should increase in FilterAngle (in your case 15 degrees) increments. This can be accomplished by modifying KassWitkinFilterBank.Apply as follow (see this commit):
public List<Bitmap> Apply(Bitmap bitmap)
{
// ...
// The generated template filter from the equations gives a line at 45 degrees.
// To get the filter to highlight lines starting with an angle of 90 degrees
// we should start with an additional 45 degrees offset.
double degrees = 45;
KassWitkinKernel kernel;
for (int i = 0; i < NoOfFilters; i++)
{
// ... setup filter (unchanged)
// Now increment the angle by FilterAngle
// (not "+= degrees" which doubles the value at each step)
degrees += FilterAngle;
}
This should give you the following result:
It is not quite the result from the paper and the differences between the images are still quite subtle, but you should be able to notice that the scratch line is most intense in the 8th figure (as would be expected since the scratch angle is approximately 100-105 degrees).
To improve the result, we should feed the filters with a pre-processed image in the same way as described in the paper:
First, image is grey-scaled and filtered with a sharpening filter (we subtract from the image its local-mean filtered version), thus eliminating the DC component
When you do so, you will get a matrix of values, some of which will be negative. As a result this intermediate processing result is not suitable to be stored as a Bitmap. As a general rule when performing image processing, you should keep all intermediate results in double or Complex as appropriate, and only convert back the final result to Bitmap for visualization.
Integrating your changes to add image sharpening from your GitHub repository while keeping intermediate results as doubles can be achieve by changing the input bitmap and temporary image variables to use double[,] datatype instead of Bitmap in the KassWitkinFilterBank.Apply method (see this commit):
public List<Bitmap> Apply(double[,] bitmap)
{
// [...]
double[,] image = (double[,])bitmap.Clone();
// [...]
}
which should give you the following result:
Or to better highlight the difference, here is figure 1 (0 degrees) on the left, next to figure 8 (105 degrees) on the right:

How do I determine means of image blocks using opencv histogram

I'd like to determine the mean block of my image using histogram. Let's say my image has 64 by 64 dimension, I need to divide it into 4 by 4 block then determine each block mean (in other word now I will have 4 blocks).
Using opencv, How do I can utilize my IplImage to determine block mean using histogram bins?
The code below is opencv histogram in order to determine whole image mean:
int i, hist_size = 256;
float max_value,min_value;
float min_idx,max_idx;
float bin_w;
float mean =0, low_mean =0, high_mean =0, variance =0;
float range_0[]={0,256};
float *ranges[]={range_0};
IplImage* im = cvLoadImage("killerbee.jpg");
//Create a single planed image of the same size as the original
IplImage* grayImage = cvCreateImage(cvSize(im->width,im->height),IPL_DEPTH_8U, 1);
//convert the original image to gray
cvCvtColor(im, grayImage, CV_BGR2GRAY);
/* Remark this, since wanna evaluate whole area.
//create a rectangular area to evaluate
CvRect rect = cvRect(0, 0, 500, 600 );
//apply the rectangle to the image and establish a region of interest
cvSetImageROI(grayImage, rect);
End remark*/
//create an image to hold the histogram
IplImage* histImage = cvCreateImage(cvSize(320,200), 8, 1);
//create a histogram to store the information from the image
CvHistogram* hist = cvCreateHist(1, &hist_size, CV_HIST_ARRAY, ranges, 1);
//calculate the histogram and apply to hist
cvCalcHist( &grayImage, hist, 0, NULL );
//grab the min and max values and their indeces
cvGetMinMaxHistValue( hist, &min_value, &max_value, 0, 0);
//scale the bin values so that they will fit in the image representation
cvScale( hist->bins, hist->bins, ((double)histImage->height)/max_value, 0 );
//set all histogram values to 255
cvSet( histImage, cvScalarAll(255), 0 );
//create a factor for scaling along the width
bin_w = cvRound((double)histImage->width/hist_size);
for( i = 0; i < hist_size; i++ ) {
//draw the histogram data onto the histogram image
cvRectangle( histImage, cvPoint(i*bin_w, histImage->height),cvPoint((i+1)*bin_w,histImage->height - cvRound(cvGetReal1D(hist->bins,i))),cvScalarAll(0), -1, 8, 0 );
//get the value at the current histogram bucket
float* bins = cvGetHistValue_1D(hist,i);
//increment the mean value
mean += bins[0];
}
//finish mean calculation
mean /= hist_size;
//display mean value onto output window
cout<<"MEAN VALUE of THIS IMAGE : "<<mean<<"\n";
//go back through now that mean has been calculated in order to calculate variance
for( i = 0; i < hist_size; i++ ) {
float* bins = cvGetHistValue_1D(hist,i);
variance += pow((bins[0] - mean),2);
}
//finish variance calculation
variance /= hist_size;
cvNamedWindow("Original", 0);
cvShowImage("Original", im );
cvNamedWindow("Gray", 0);
cvShowImage("Gray", grayImage );
cvNamedWindow("Histogram", 0);
cvShowImage("Histogram", histImage );
//hold the images until a key is pressed
cvWaitKey(0);
//clean up images
cvReleaseImage(&histImage);
cvReleaseImage(&grayImage);
cvReleaseImage(&im);
//remove windows
cvDestroyWindow("Original");
cvDestroyWindow("Gray");
cvDestroyWindow("Histogram");
Really thanks in advance.
You can do that by histograms, but a much more effective way to do it is an integral image, which does almost what you want.
Read here http://en.wikipedia.org/wiki/Summed_area_table and then use it to calculate the sum of all the pixels in every block. Then divide by the number of pixels in each block (4x4=16). Isn't it nice?
OpenCV has a function to calculate the integral image, with the difficult name cv::integral()
And an even easier way to do it is the humble resize().
Call resize(image64_64, image_16_16, Size(16, 16), INTER_AREA), and the result will be a smaller image whose pixel values have exactly the values you're looking for. Isn't it great?
Just do not forget the INTER_AREA flag. It determines the correct algorithm to be used.

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