411 REFERENCE · Wikibooks
Fractals/Computer graphic techniques/2D/algorithms
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Algorithms
postprocessing = modification of the image = graphic algorithms = image processing
Algorithms by graphic type
raster algorithms
vector algorithms
Five classes of image processing algorithms:
image restoration
image analysis
image synthesis
image enhancement
image compression.
List:Michael Abrash's Graphics Programming Black Book Special Edition geometrictools Documentationlist-of-algorithms by Ali Abbas
Color Theory: Color gradient
2D Plane transformations
2D to 3DMitch Richling: 3D Mandelbrot Sets
heightmapsfractalforums : antialiasing-fractals-how-best-to-do-it/
slope
Morphological operations on binary imagesMatlab : images/morphological-filteringTim Warburton : morphology in matlab
morphological closing = dilation followed by erosion
morphological opening = erosion followed by dilation
Postprocessing
Two types of edge detection
Pseudo-3D projections
Star field generator
Random dot stereograms (aka Magic Eye)
Motion blur for animations
Interlacing
Embossing
Antialiasing
Palette emulation to allow color cycling on true-color displays
True color emulation that provides dithering on 256-color display
Algorithms:
coloring after and independently of the fractal creation using gradient maps
histogram colorings
gamma correction of dense imagesA Cheritat wiki : see image showing gamma-correct downscale of dense part of Mandelbropt set
Histogram equalization in wikipedia
(matrix) convolution ( = discrete convolution) is an element-wise multiplication of two matrices followed by a sum
image convolution
LIC
types
range
The image processing operators ( algorithms) can be classified into the 4 categories
pixel algorithms = pixel processing: the point operator acts on individual pixels : g = H(f)
add two images: g(x)=f1(x)+f2(x)
the histogram
look-up table (LUT)
windowing
local algorithms = kernaling = local processing: "A local operator calculates the pixel value g(x) based not only on the value in the same position in the input image, i.e. f(x) , but it used several values in nearby points f(x+y). Local operators are at the heart of almost all image processing tasks."Image processing by Rein van den Boomgaard.
spatial location filtering (convolution),
spatial frequency filtering using high- and low-pass digital filters,
the unsharp masking techniqueSeeram E, Seeram D. Image Postprocessing in Digital Radiology-A Primer for Technologists. J Med Imaging Radiat Sci. 2008 Mar;39(1):23-41. doi: 10.1016/j.jmir.2008.01.004. Epub 2008 Mar 22. PMID: 31051771.
geometric processing = geometric transformations: "Whereas a point operator changes the value of all pixels a geometrical operator doesn’t change the value but instead it ‘moves’ a pixel to a new position."
Global Operators: "A global operator (potentially) needs al pixel values in the input image to calculate the value for just one pixel in the output image."
Libraries
DGtal = Digital Geometry Tools and Algorithms Library in C++
CGAL - The Computational Geometry Algorithms Library in C++
Habrador - Computational-geometry in C#
Manipulation and analysis of geometric objects in Python
Digital topology
HIPR --- The Hypermedia Image Processing Reference by R. Fisher, S. Perkins, A. Walker and E. Wolfart.
Topological tools for discrete shape analysis by John Chaussard
geometry
hyperbolic
hyperbolic
light
image-based-lighting by Mikael Hvidtfeldt Christensen
Global Illumination Compendium September 29, 2003 by Philip Dutré
gamma correction
gamma-correction by Mikael Hvidtfeldt Christensen
dense image
Dense imagewikipedi : dense_setmathoverflow question : is-there-an-almost-dense-set-of-quadratic-polynomials-which-is-not-in-the-inte/254533#254533fractalforums : dense-imagefractalforums.org : m andelbrot-set-various-structures fractalforums.org : technical-challenge-discussion-the-lichtenberg-figure
downscaling with gamma correctionA Cheritat wiki : see image showing gamma-correct downscale of dense part of Mandelbropt set
path finding fractal forums : pathfinding-in-the-mandelbrot-set/
aliasing serious_statistics_aliasing by Guest_Jim
changing algorithm ( representation function) from discrete to continous, like from level set method of escape time to continous ( DEM )
"the denser the area, the more heavy the anti-aliasing have to be in order to make it look good." knightyfractalforums.org : newton-raphson-zooming
"the details are smaller than pixel spacing, so all that remains is the bands of colour shift from period-doubling of features making it even denser" claudefractalforums : gerrit-images
tiling
tiling editor
Tiling Bot by Roice Nelson
draw the Wythoff construction of uniform tilings in hyperbolic plane
EPINET = Euclidean Patterns In Non-Euclidean Tilings
path finding
path finding
old fractal forums : pathfinding-in-the-mandelbrot-set/
fractalforums.org : pathfinding-in-the-mandelbrot-set-revisited
5-ways-to-find-the-shortest-path-in-a-graph by Johannes Baum
mathreference - graph
Algorithms5-ways-to-find-the-shortest-path-in-a-graph by Johannes Baum
Depth-First Search (DFS) = the simplest algorithm
Breadth-First Search (BFS)
Bidirectional Search
Dijkstra's algorithm (or Dijkstra's Shortest Path First algorithm, SPF algorithm)
programiz : dijkstra-algorithm
dyclassroom : dijkstra-algorithm-finding-shortest-path
Bellman-Ford Algorithm
size
how to opern big image
vliv: The principle behind Vliv (only load parts of the image that is visible, and leverage the TIFF format - tiled pyramidal images) can be implemented on any OS. The API for plugins consists only of 5 functions, see the vlivplugins repo for examples.
resizing
Methods:
Image Magic resize
FF
2^x Image Super-Resolution
Final2x
image-super-resolution
polygons
geometric operations for two-dimensional polygonsd3-polygon - Geometric operations for two-dimensional polygons from d3js.orggithub repo for d3-polygon
How to tell whether a point is to the right or left side of a line ?
/*
How to tell whether a point is to the right or left side of a line ?
http://stackoverflow.com/questions/1560492/how-to-tell-whether-a-point-is-to-the-right-or-left-side-of-a-line
a, b = points
line = ab
pont to check = z
position = sign((Bx - Ax) * (Y - Ay) - (By - Ay) * (X - Ax))
It is 0 on the line, and +1 on one side, -1 on the other side.
*/
double CheckSide(double Zx, double Zy, double Ax, double Ay, double Bx, double By)
{
return ((Bx - Ax) * (Zy - Ay) - (By - Ay) * (Zx - Ax));
}
Testing if point is inside triangle
descriptionaccurate-point-in-triangle-test by Cedric Jules stackoverflow question : how-to-determine-a-point-in-a-2d-triangle
javascript code js code
/*
c console program
gcc t.c -Wall
./a.out
*/
# include <stdio.h>
// 3 points define triangle
double Zax = -0.250000000000000;
double Zay = 0.433012701892219;
// left when y
double Zlx = -0.112538773749444;
double Zly = 0.436719687479814 ;
double Zrx = -0.335875821657728;
double Zry = 0.316782798339332;
// points to test
// = inside triangle
double Zx = -0.209881783739630;
double Zy = +0.4;
// outside triangle
double Zxo = -0.193503885412548 ;
double Zyo = 0.521747636163664;
double Zxo2 = -0.338750000000000;
double Zyo2 = +0.440690927838329;
// ============ http://stackoverflow.com/questions/2049582/how-to-determine-a-point-in-a-2d-triangle
// In general, the simplest (and quite optimal) algorithm is checking on which side of the half-plane created by the edges the point is.
double sign (double x1, double y1, double x2, double y2, double x3, double y3)
{
return (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3);
}
int PointInTriangle (double x, double y, double x1, double y1, double x2, double y2, double x3, double y3)
{
double b1, b2, b3;
b1 = sign(x, y, x1, y1, x2, y2) < 0.0;
b2 = sign(x, y, x2, y2, x3, y3) < 0.0;
b3 = sign(x, y, x3, y3, x1, y1) < 0.0;
return ((b1 == b2) && (b2 == b3));
}
int Describe_Position(double Zx, double Zy){
if (PointInTriangle( Zx, Zy, Zax, Zay, Zlx, Zly, Zrx, Zry))
printf(" Z is inside \n");
else printf(" Z is outside \n");
return 0;
}
// ======================================
int main(void){
Describe_Position(Zx, Zy);
Describe_Position(Zxo, Zyo);
Describe_Position(Zxo2, Zyo2);
return 0;
}
Orientation and area of the triangle
Orientation and area of the triangle : how to do it ?
// gcc t.c -Wall
// ./a.out
# include <stdio.h>
// http://ncalculators.com/geometry/triangle-area-by-3-points.htm
double GiveTriangleArea(double xa, double ya, double xb, double yb, double xc, double yc)
{
return ((xb*ya-xa*yb)+(xc*yb-xb*yc)+(xa*yc-xc*ya))/2.0;
}
/*
wiki Curve_orientation
[http://mathoverflow.net/questions/44096/detecting-whether-directed-cycle-is-clockwise-or-counterclockwise]
The orientation of a triangle (clockwise/counterclockwise) is the sign of the determinant
matrix = { {1 , x1, y1}, {1 ,x2, y2} , {1, x3, y3}}
where
(x_1,y_1), (x_2,y_2), (x_3,y_3)$
are the Cartesian coordinates of the three vertices of the triangle.
:<math>\mathbf{O} = \begin{bmatrix}
1 & x_{A} & y_{A} \\
1 & x_{B} & y_{B} \\
1 & x_{C} & y_{C}\end{bmatrix}.</math>
A formula for its determinant may be obtained, e.g., using the method of [[cofactor expansion]]:
:<math>\begin{align}
\det(O) &= 1\begin{vmatrix}x_{B}&y_{B}\\x_{C}&y_{C}\end{vmatrix}
-x_{A}\begin{vmatrix}1&y_{B}\\1&y_{C}\end{vmatrix}
+y_{A}\begin{vmatrix}1&x_{B}\\1&x_{C}\end{vmatrix} \\
&= x_{B}y_{C}-y_{B}x_{C}-x_{A}y_{C}+x_{A}y_{B}+y_{A}x_{C}-y_{A}x_{B} \\
&= (x_{B}y_{C}+x_{A}y_{B}+y_{A}x_{C})-(y_{A}x_{B}+y_{B}x_{C}+x_{A}y_{C}).
\end{align}
</math>
If the determinant is negative, then the polygon is oriented clockwise. If the determinant is positive, the polygon is oriented counterclockwise. The determinant is non-zero if points A, B, and C are non-[[collinear]]. In the above example, with points ordered A, B, C, etc., the determinant is negative, and therefore the polygon is clockwise.
*/
double IsTriangleCounterclockwise(double xa, double ya, double xb, double yb, double xc, double yc)
{return ((xb*yc + xa*yb +ya*xc) - (ya*xb +yb*xc + xa*yc)); }
int DescribeTriangle(double xa, double ya, double xb, double yb, double xc, double yc)
{
double t = IsTriangleCounterclockwise( xa, ya, xb, yb, xc, yc);
double a = GiveTriangleArea( xa, ya, xb, yb, xc, yc);
if (t>0) printf("this triangle is oriented counterclockwise, determinent = %f ; area = %f\n", t,a);
if (t<0) printf("this triangle is oriented clockwise, determinent = %f; area = %f\n", t,a);
if (t==0) printf("this triangle is degenerate: colinear or identical points, determinent = %f; area = %f\n", t,a);
return 0;
}
int main()
{
// clockwise oriented triangles
DescribeTriangle(-94, 0, 92, 68, 400, 180); // https://www-sop.inria.fr/prisme/fiches/Arithmetique/index.html.en
DescribeTriangle(4.0, 1.0, 0.0, 9.0, 8.0, 3.0); // clockwise orientation https://people.sc.fsu.edu/~jburkardt/datasets/triangles/tex5.txt
// counterclockwise oriented triangles
DescribeTriangle(-50.00, 0.00, 50.00, 0.00, 0.00, 0.02); // a "cap" triangle. This example has an area of 1.
DescribeTriangle(0.0, 0.0, 3.0, 0.0, 0.0, 4.0); // a right triangle. This example has an area of (?? 3 ??) = 6
DescribeTriangle(4.0, 1.0, 8.0, 3.0, 0.0, 9.0); // https://people.sc.fsu.edu/~jburkardt/datasets/triangles/tex1.txt
DescribeTriangle(-0.5, 0.0, 0.5, 0.0, 0.0, 0.866025403784439); // an equilateral triangle. This triangle has an area of sqrt(3)/4.
// degenerate triangles
DescribeTriangle(1.0, 0.0, 2.0, 2.0, 3.0, 4.0); // This triangle is degenerate: 3 colinear points. https://people.sc.fsu.edu/~jburkardt/datasets/triangles/tex6.txt
DescribeTriangle(4.0, 1.0, 0.0, 9.0, 4.0, 1.0); //2 identical points
DescribeTriangle(2.0, 3.0, 2.0, 3.0, 2.0, 3.0); // 3 identical points
return 0;
}
Testing if point is inside polygon
stackoverflowstackoverflow questions : How can I determine whether a 2D Point is within a Polygon?
description by W MułaPunkt wewnątrz wielokąta - W Muła
point_in_polygon by Patrick Glauner
A Simple and Correct Even-Odd Algorithm for the Point-in-Polygon Problem for Complex Polygons by Michael Galetzka, Patrick O. Glauner
c code
PNPOLY - Point Inclusion in Polygon Test - W. Randolph Franklin (WRF)
thumbnail|right|Point_in_polygon_problem : image and source code
/*
gcc p.c -Wall
./a.out
----------- git --------------------
cd existing_folder
git init
git remote add origin git@gitlab.com:adammajewski/PointInPolygonTest_c.git
git add .
git commit
git push -u origin master
*/
#include <stdio.h>
#define LENGTH 6
/*
Argument Meaning
nvert Number of vertices in the polygon. Whether to repeat the first vertex at the end is discussed below.
vertx, verty Arrays containing the x- and y-coordinates of the polygon's vertices.
testx, testy X- and y-coordinate of the test point.
https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
PNPOLY - Point Inclusion in Polygon Test
W. Randolph Franklin (WRF)
I run a semi-infinite ray horizontally (increasing x, fixed y) out from the test point,
and count how many edges it crosses.
At each crossing, the ray switches between inside and outside.
This is called the Jordan curve theorem.
The case of the ray going thru a vertex is handled correctly via a careful selection of inequalities.
Don't mess with this code unless you're familiar with the idea of Simulation of Simplicity.
This pretends to shift the ray infinitesimally down so that it either clearly intersects, or clearly doesn't touch.
Since this is merely a conceptual, infinitesimal, shift, it never creates an intersection that didn't exist before,
and never destroys an intersection that clearly existed before.
The ray is tested against each edge thus:
Is the point in the half-plane to the left of the extended edge? and
Is the point's Y coordinate within the edge's Y-range?
Handling endpoints here is tricky.
I run a semi-infinite ray horizontally (increasing x, fixed y) out from the test point,
and count how many edges it crosses. At each crossing,
the ray switches between inside and outside. This is called the Jordan curve theorem.
The variable c is switching from 0 to 1 and 1 to 0 each time the horizontal ray crosses any edge.
So basically it's keeping track of whether the number of edges crossed are even or odd.
0 means even and 1 means odd.
*/
int pnpoly(int nvert, double *vertx, double *verty, double testx, double testy)
{
int i, j, c = 0;
for (i = 0, j = nvert-1; i < nvert; j = i++) {
if ( ((verty[i]>testy) != (verty[j]>testy)) &&
(testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
c = !c;
}
return c;
}
void CheckPoint(int nvert, double *vertx, double *verty, double testx, double testy){
int flag;
flag = pnpoly(nvert, vertx, verty, testx, testy);
switch(flag){
case 0 : printf("outside\n"); break;
case 1 : printf("inside\n"); break;
default : printf(" ??? \n");
}
}
int main (){
// values from http://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon
// number from 0 to (LENGTH-1)
double zzx[LENGTH] = { 13.5, 6.0, 13.5, 42.5, 39.5, 42.5};
double zzy[LENGTH] = {100.0, 70.5, 41.5, 56.5, 69.5, 84.5};
CheckPoint(LENGTH, zzx, zzy, zzx[4]-0.001, zzy[4]);
CheckPoint(LENGTH, zzx, zzy, zzx[4]+0.001, zzy[4]);
return 0;
}
curve
types:
closed/open
with/without multiple points
methods
tracing /drawing : Generating Discrete Curves
sketching
sampling
Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points
clipping
Approximation of digitized curves (with cubic Bézier splines )
curve fittingMatlab examples : curvefitting
Mending broken lines Mending broken lines by Alan Gibson.
edge detection
Examples
line
bresenhams-drawing-algorithmsThe Beauty of Bresenham's Algorithm by Alois Zinglbresenhams-drawing-algorithmsBresenham’s Line Drawing Algorithm by Peter Occil Peter Occil
antyaliasingAlgorytm Bresenhama by Wojciech Muła
circle wolfram : NumberTheoreticConstructionOfDigitalCircles
Morton codes
libmorton C++ header-only library with methods to efficiently encode/decode Morton codes in/from 2D/3D coordinates
aavenel mortonlib
morphing
Interpolations from a circle to a triangle in p5.js by Golan Levin
curve simplifying
reduce the number of points, but still keep the overall shape of the curve = PolyLine Reduction
Ramer–Douglas–Peucker_algorithm
JS interactive maps library by Vladimir Agafonkin, It uses a combination of Douglas-Peucker and Radial Distance algorithms.
Visvalingam–Whyatt algorithm
Permafacture: Py-Visvalingam-Whyatt ( Python code)
curve fitting
my curve fit: online curve fitting
thick line drawing
thick line
The Beauty of Bresenham's Algorithm by Alois Zingl
Murphy's Modified Bresenham Line Drawing Algorithm Drawing Thick Lines
stackoverflow question: how-do-i-create-a-line-of-arbitrary-thickness-using-bresenham
curve drawing
Curve-Drawing Algorithms for Raster Displays by JERRY VAN AKEN and MARK NOVAK
A Rasterizing Algorithm for Drawing Curves by Alois Zingl Wien, 2012
Curve-Drawing Algorithms for Raster Displays by JERRY VAN AKEN and MARK NOVAK
A* Pathfinding for Beginners By Patrick Lester (Updated July 18, 2005)
Max K. Agoston Computer Graphics and Geometric Modeling Implementation and Algorithms
libspiro is the creation of Raph Levien. It simplifies the drawing of beautiful curves
spiro An interpolating spline based on spirals
neighborhood variants of 2D algorithms:
8-way stepping (8WS) for 8-direction neighbors of a pixel p(x, y)
4-way stepping (4WS) 4-direction neighbors of a pixel p(x, y)
curve sampling
uniform = gives equidistant points
adaptive. " an adaptive method for sampling the domain with respect to local curvature. Samples concentration is in proportion to this curvature, resulting in a more efficient approximation—in the limit, a flat curve is approximated by merely two endpoints." IV.4 - Adaptive Sampling of Parametric Curves by Luiz Henrique deFigueiredo
ocaml-curve-sampling by Christophe Troestler
xahlee : adaptive_sampling_plot_math_curve
Field lines
Field linewikipedia: Field line
Vector fied : Field line computing
external rays
parameter
dynamic
gravitational field lines by Chris Thomasson. Images and AS3 code
Tracing
right|thumb|Tracing a curve on a triangular grid
Tracing curveCurve sketching in wikipedia
Methods
general, (analytic or systematic) = curve sketchingslides from MALLA REDDY ENGINEERING COLLEGE
local method
Task: draw a 2D curve when
there is no equaation of the line
there are all the numerical values for the line within a certain range
trace an external ray for angle t in turns, which means ( description by Claude Heiland-Allen)fractalforums.org: help-with-ideas-for-fractal-art
starting at a large circle (e.g. r = 65536, x = r cos(2 pi t), y = r sin(2 pi t))
following the escape lines (like the edges of binary decomposition colouring with large escape radius) in towards the Mandelbrot set.
this algorithm is O(period^2), which means doubling the period takes 4x as long, so it's only really feasible for periods up to a few 1000.
Three Curve Tracing ModelsPredicting the shape of distance functions in curve tracing: Evidence for a zoom lens operator by PETER A. McCORMICK and PIERRE JOLICOEUR
Pixel-by-Pixel tracing
brute forcemath.stackexchange question: shortest-distance-between-a-point-and-a-numerical-2d-curve: If your line is short enough (less than 10^6 points), you can do this by calculating the distance from point p to each point in your discretized line, and take the minimum of these distances.
The bipartite receptive field operator
The zoom lens operator
Images
Images in category Curve tracing from commons
Problems:
intersection and Breadth-first searchstackoverflow question: line-tracking-with-matlab
Examples
Numerical Methods for Particle Tracing in Vector Fields by Kenneth I. Joy
Curve rasterisation
Ray
Ray can be parametrised with radius (r)
Closed curve
Simple closed curve ("a connected curve that does not cross itself and ends at the same point where it begins" mathwords: simple_closed_curve = having no endpoints) can be parametrized with angle (t).
Border, boundary, contour, edge
Filling contour
Finds contours in a binary image
CavalierContoursWebDemo aand code
contour models
snakes = active contour modelsINSA : active-contour-models
border tracing
Contour tracing algorithms by Abeer George Ghuneim
Tracing Boundaries in 2D Images by V. KovalevskyTracing Boundaries in 2D Images by V. Kovalevsky
wikipedia : Boundary tracing
Calculating contour curves for 2D scalar fields
the marching squares algorithm for tracing contour curves on a scalar 2D fieldCalculating contour curves for 2D scalar fields in Julia
Smooth ContoursSmooth Contours from d3js.org
contour polygonsd3-contour from d3js.org
boundary in C++ by Shawn Halayka - 2019 and new code
opencv_contour in C++ by Shawn Halayka
CONREC A Contouring Subroutine Written by Paul Bourke July 1987 ( using triangulation)
Filling contour
Edge detection
Boundary scanning method for Julia set - BSM/J
Boundary scanning method for Mandelbrot set - BSM/M
edge detection in Matlabmatrixlab - line-detection
Marching squares algorithm to generate contour lines
The Roberts cross operator is used in image processing and computer vision for edge detection.
Sobel filter
Short introduction
Sobel filter G consist of 2 kernels (masks):
Gh for horizontal changes.
Gv for vertical changes.
Sobel kernels
thumbnail|right|8-point neighborhood on a 2D grid
thumb|right|2D Convolution Animation
The Sobel kernel contains weights for each pixel from the 8-point neighbourhood of a tested pixel. These are 3x3 kernels.
There are 2 Sobel kernels, one for computing horizontal changes and other for computing vertical changes. Notice that a large horizontal change may indicate a vertical border, and a large vertical change may indicate a horizontal border. The x-coordinate is here defined as increasing in the "right"-direction, and the y-coordinate is defined as increasing in the "down"-direction.
The Sobel kernel for computing horizontal changes is:
The Sobel kernel for computing vertical changes is:
Note that:
sum of weights of kernels are zero
One kernel is simply the other rotated by 90 degrees.Sobel Edge Detector by R. Fisher, S. Perkins, A. Walker and E. Wolfart.
3 weights in each kernal are zero.
Pixel kernel
Pixel kernel A containing central pixel with its 3x3 neighbourhood:
Other notations for pixel kernel:
where:NVIDIA Forums, CUDA GPU Computing discussion by kr1_karin
unsigned char ul, // upper left
unsigned char um, // upper middle
unsigned char ur, // upper right
unsigned char ml, // middle left
unsigned char mm, // middle = central pixel
unsigned char mr, // middle right
unsigned char ll, // lower left
unsigned char lm, // lower middle
unsigned char lr, // lower right
thumb|Pixel 3x3 neighbourhood (with Y axis directed down)
In array notation it is:Sobel Edge by RoboRealm
In geographic notation usede in cellular aotomatssimilar to automats October 2022 it is central pixel of Moore neighbourhood.
So central (tested) pixel is:
Sobel filters
Compute Sobel filters (where here denotes the 2-dimensional convolution operation not matrix multiplication). It is a sum of products of pixel and its weights:
Because 3 weights in each kernal are zero so there are only 6 products.nvidia forum: Sobel Filter Don't understand a little thing in the SDK example
short Gh = ur + 2*mr + lr - ul - 2*ml - ll;
short Gv = ul + 2*um + ur - ll - 2*lm - lr;
Result
Result is computed (magnitude of gradient):
It is a color of tested pixel.
One can also approximate result by sum of 2 magnitudes:
which is much faster to compute.Sobel Edge Detector by R. Fisher, S. Perkins, A. Walker and E. Wolfart.
Algorithm
choose pixel and its 3x3 neighberhood A
compute Sobel filter for horizontal Gh and vertical lines Gv
compute Sobel filter G
compute color of pixel
Programming
right|thumb| Sobel filters (2 filters 3x3): image and full c code
right|thumb|Skipped pixel - some points from its neighbourhood are out of the image
Lets take array of 8-bit colors (image) called data. To find borders in this image simply do:
for(iY=1;iY<iYmax-1;++iY){
for(iX=1;iX<iXmax-1;++iX){
Gv= - data[iY-1][iX-1] - 2*data[iY-1][iX] - data[iY-1][iX+1] + data[iY+1][iX-1] + 2*data[iY+1][iX] + data[iY+1][iX+1];
Gh= - data[iY+1][iX-1] + data[iY-1][iX+1] - 2*data[iY][iX-1] + 2*data[iY][iX+1] - data[iY-1][iX-1] + data[iY+1][iX+1];
G = sqrt(Gh*Gh + Gv*Gv);
if (G==0) {edge[iY][iX]=255;} /* background */
else {edge[iY][iX]=0;} /* boundary */
}
}
Note that here points on borders of array (iY= 0, iY = iYmax, iX=0, iX=iXmax) are skipped
Result is saved to another array called edge (with the same size).
One can save edge array to file showing only borders, or merge 2 arrays:
for(iY=1;iY<iYmax-1;++iY){
for(iX=1;iX<iXmax-1;++iX){ if (edge[iY][iX]==0) data[iY][iX]=0;}}
to have new image with marked borders.
Above example is for 8-bit or indexed color. For higher bit colors "the formula is applied to all three color channels separately" (from RoboRealm doc).
Other implementations:
ImagMagic discussion: using a Sobel operator - edge detection
Sobel in c from GIMP code
Cpp code by Aaron Brooks - Brent Bolton - Jason O'Kane
rosettacode: Image convolution
C and opencl by royger
C++ by Glenn Fiedler
Convolution and Deconvolution
Sobel Edge Detector by R. Fisher, S. Perkins, A. Walker and E. Wolfart with examples in Java
Qt and GDI+ versions of the Sobel edge detection algorithm by Ken Earle
Qt and OpenCV
Problems
right|thumb|Bad edge position seen in the middle of image. Lines are not meeting in good points, like z = 0
Edge position:
In ImageMagick as "you can see, the edge is added only to areas with a color gradient that is more than 50% white! I don't know if this is a bug or intentional, but it means that the edge in the above is located almost completely in the white parts of the original mask image. This fact can be extremely important when making use of the results of the "-edge" operator."ImageMagick doc
The result is:
doubling edges; "if you are edge detecting an image containing an black outline, the "-edge" operator will 'twin' the black lines, producing a weird result."Edge operator from ImageMagick docs
lines are not meeting in good points.
See also new operators from 6 version of ImageMagick: EdgeIn and EdgeOut from MorphologyImageMagick doc: morphology / EdgeIn
Edge thickening
dilationdilation at HIPR2 by Robert Fisher, Simon Perkins, Ashley Walker, Erik WolfartImageMagick doc: morphology, dilateFred's ImageMagick Scripts
convert $tmp0 -convolve "1,1,1,1,1,1,1,1,1" -threshold 0 $outfile
SDF Signed Distance Function
Vector_field SDF
test external tangency of 2 circles
/*
distance between 2 points
z1 = x1 + y1*I
z2 = x2 + y2*I
en.wikipedia.org/wiki/Distance#Geometry
*/
double GiveDistance(int x1, int y1, int x2, int y2){
return sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
}
/*
mutually and externally tangent circles
mathworld.wolfram.com/TangentCircles.html
Two circles are mutually and externally tangent if distance between their centers is equal to the sum of their radii
*/
double TestTangency(int x1, int y1, int r1, int x2, int y2, int r2){
double distance;
distance = GiveDistance(x1, y1, x2, y2);
return ( distance - (r1+r2));
// return should be zero
}
map projections
Map projections in wikipedia
Category:Map projections in commons
commons Category:Map_projections_with_Tissot_s_indicatrix
jkunimune Map-Projections
Stereographic
Stereographic projection is a map projection obtained by projecting points P on the surface of sphere from the sphere's north pole N to point P' in a plane tangent to the south pole S.Weisstein, Eric W. "Stereographic Projection." From MathWorld--A Wolfram Web Resource. https://mathworld.wolfram.com/StereographicProjection.html
take the north pole N to be the standard unit vector (0, 0, 1) and the center of the sphere to be the origin, so that the tangent plane at the south pole is has equation z = 1.
Given a point P = (x, y, z) on the unit sphere which is not the north pole, its image is equal tonotes from University of California at Riverside
cylindrical
Cylindrical projections in general have an increased vertical stretching as one moves towards either of the poles. Indeed, the poles themselves can't be represented (except at infinity). This stretching is reduced in the Mercator projection by the natural logarithm scaling. paul bourke: transformation projection
Mercator projection
conformal
cylindrical = the Mercator projection maps from the sphere to an cylinder. Cylinder is cut along y axis and unrolled. It gives rectangle of infinite extent in both y-directions ( see truncation)
Two equivalent constructions of standard Mercator projection:
from sphere to cylinder ( one step)
2 steps :
project the sphere to an intermediate ( stereographic) plane using the standard stereographic projection, which is conformal
by equating the stereographic plane to the complex plane ( the image of this plane under the complex logarithm function, which is everywhere conformal except at the origin (with a branch cut) the
complex logarithm f(z) = ln(z). Effectively, a complex point z with polar coordinates (ρ,θ) is mapped to f(z) = ln(ρ) + iθ. This yields a horizontal strip,
the standard vertical Mercator mapping by rotating 90° afterwards, or equivalently f(z) can be defined as f(z) = i*ln(z).
Normal MercatorTransverse Mercator center|200px\ center|200px
streching
Cylindrical projections in general have an increased vertical stretching as one moves towards either of the poles. Indeed, the poles themselves can't be represented (except at infinity). This stretching is reduced in the Mercator projection by the natural logarithm scaling. paul bourke: transformation projection
truncution
Cylinder is nor finity so Mercator projections give ininite stripes with increasing distorion at poles of sphere. Thus the coordinate y of the Mercator projection becomes infinite at the poles and the map must be truncated ( cropped) at some latitude less than ninety degrees at both ends .
This need not be done symmetrically:
Mercator's original map is truncated at 80°N and 66°S with the result that European countries were moved toward the centre of the map.
geometry of the earth
earth as sphere
Coordinate systems for the Earth in geography
latitude is a coordinate that specifies the north–south position of a point on the surface of the Earth or another celestial body. Latitude is given as an angle that ranges from –90° at the south pole to 90° at the north pole, with 0° at the Equator. is usually denoted by the Greek lower-case letter phi (ϕ or φ). It is measured in degrees, minutes and seconds or decimal degrees, north or south of the equator.
Longitude is a geographic coordinate that specifies the east–west position of a point on the surface of the Earth. It is an angular measurement, usually expressed in degrees and denoted by the Geek letter lambda (λ).
equation
One step method:
Consider a point on the globe of radius R with longitude λ and latitude φ. The value λ0 is the longitude of an arbitrary central meridian that is usually, but not always, that of Greenwich (i.e., zero). The angles λ and φ are expressed in radians.
Map from point P on the unit sphere to point on the Cartesian plane
Two step method
stereographic
complex log
The spherical form of the stereographic projection is usually expressed in polar coordinates:
where is the radius of the sphere, and and are the latitude and longitude, respectively.
rectangular coordinates
Assumption: A, B, C, and D are real numbers such that .
Definitions
is defined to be the unit sphere in the Euclidean space, i.e.
is defined to be the northern pole of the unit sphere, i.e. .
is defined to be the stereographic projection, i.e. the function satisfying
for every .
Cylindrical coordinates
Cylindrical coordinates (axial radius ρ, azimuth φ, elevation z) may be converted into spherical coordinates (central radius r, inclination θ, azimuth φ), by the formulas
Conversely, the spherical coordinates may be converted into cylindrical coordinates by the formulae
These formulae assume that the two systems have the same origin and same reference plane, measure the azimuth angle φ in the same senses from the same axis, and that the spherical angle θ is inclination from the cylindrical z axis.
Code
chinhsuanwu: 360-converter ( A C/C++ toolkit of 360 image conversions )
Signal processing
Filter
Linear continuous-time filters
The frequency response can be classified into a number of different bandforms describing which frequency bands the filter passes (the passband) and which it rejects (the stopband):
Low-pass filter – low frequencies are passed, high frequencies are attenuated.
High-pass filter – high frequencies are passed, low frequencies are attenuated.
Band-pass filter – only frequencies in a frequency band are passed.
Band-stop filter or band-reject filter – only frequencies in a frequency band are attenuated.
Notch filter – rejects just one specific frequency - an extreme band-stop filter.
Comb filter – has multiple regularly spaced narrow passbands giving the bandform the appearance of a comb.
All-pass filter – all frequencies are passed, but the phase of the output is modified.
Cutoff frequency is the frequency beyond which the filter will not pass signals. It is usually measured at a specific attenuation such as 3 dB.
Roll-off is the rate at which attenuation increases beyond the cut-off frequency.
Transition band, the (usually narrow) band of frequencies between a passband and stopband.
Ripple is the variation of the filter's insertion loss in the passband.
The order of a filter is the degree of the approximating polynomial and in passive filters corresponds to the number of elements required to build it. Increasing order increases roll-off and brings the filter closer to the ideal response.
time series
smoothing time series data
Smoothing with a moving average. A moving average filter is sometimes called a boxcar filter, especially when followed by decimation.
Exponential smoothing
Category:Smoothing_(time_series) in commons
smoothish js program by Eamonn O'Brien-Strain
thumb|right|Ripple voltage from a full-wave rectifier, before and after the application of a smoothing capacitor
thumb|Smoothing of a noisy sine (blue curve) with a moving average (red curve).
Faq
faqs.org: graphics algorithms-faq
The Arcane Algorithm Archive
References
c programs from GraphicsGems book
GraphicsGems - Code for the "Graphics Gems" book series
Code developed for articles in the "Journal of Graphics Tools"
https://www.geeksforgeeks.org/fundamentals-of-algorithms/#GeometricAlgorithms
VTK Book
Algorithms by Jeff Erickson
immersive linear algebra by J. Ström, K. Åström, and T. Akenine-Möller