Apply one Direct2D effect chain to multiple rectangles - c++

I adopted code which implements a simple image editor. It applies an effect chain to one rectangular region within an image. Now the desired enhancement is to apply that same effect chain with exactly the same parameters to multiple rectangular regions within the same image.
Is there a way to have one effect chain instance work on multiple rectangles? Or do I have to create duplicates of the effect chain, one for each rectangle? One effect chain seems more efficient.
I'm not knowledgeable in D2D and I don't intend to delve too deeply into it, just for this one-off solution. I'm looking for pointers in the right direction and perhaps the appropriate functions to use. My first naive attempt was to put the rectangles into the effect chain via ID2D1Effect::SetInput(index, image) while incrementing the index, but that didn't work at all. image instances were created by some complicated input bitmap shuffling and have the rectangles of interest baked into them somehow. The original code used SetInput(0, image) with just one image instance and it worked. Unfortunately, I can't share code here, both for legal and for practical reasons (too much, too spread out).

Related

Detect multiple 3d shapes in an image

I'm currently learning OpenCV for a project I recently started in, and need to detect 3D boxes (imagine the big plastic boxes maybe 3ft x 2ft x 2ft) in an image. I've used the inRange method to create an image which just had the boxes I'd like to detect in it, but I'm not sure where to go from there. I'd like to get a 3D representation of these boxes back from OpenCV, but I can't figure out how. I've found quite a few tutorials explaining how to do this with just one object (which I have done successfully), but I don't know how I would make this work with multiple boxes in one image.
Thanks!
If you have established a method that works well with one object, you may just go with a divide-and-conquer approach: split your problem into several small ones by dividing your image with multiple boxes into an several images with one object.
Apply an Object Detector to your image. This Tutorial on Object Detection may help you. A quick search for object detection with OpenCV also gave this.
Determine the bounding boxes of the objects (min/max of the x and y-coordinates, maybe add some border margin)
Crop bounding boxes to get single object images
Apply your already working method to the set of single object images
In case of overlap, the cropped images may need some processing to isolate a "main" object. Whether 4. works is then dependent on how robust your method is to occlusions.
I stumbled over your question when looking for object detection. It's been quite a while since you asked, but since this is a public knowledge base a discussion on this topic might still be helpful for others.

Im trying to use this method to detect moving object. Can someone advise me for this?

I want to ask about what kind of problems there be if i use this method to extract foreground.
The condition before using this method is that it runs on fixed camera so there're not going to be any movement on camera position.
And what im trying to do is below.
read one frame from camera and set this frame as background image. This is done periodically.
periodically subtract frames that are read afterward to background image above. Then there will be only moving things colored differently from other area
that are same to background image.
then isolate moving object by using grayscale, binarization, thresholding.
iterate above 4 processes.
If i do this, would probability of successfully detect moving object be high? If not... could you tell me why?
If you consider illumination change(gradually or suddenly) in scene, you will see that your method does not work.
There are more robust solutions for these problems. One of these(maybe the best) is Gaussian Mixture Model applied for background subtraction.
You can use BackgroundSubtractorMOG2 (implementation of GMM) in OpenCV library.
Your scheme is quite adequate to cases where the camera is fix and the background is stationary. Indoor and man-controlled scenes are more appropriate to this approach than outdoor and natural scenes .I've contributed to a detection system that worked basically on the same principals you suggested. But of course the details are crucial. A few remarks based on my experience
Your initialization step can cause very slow convergence to a normal state. You set the background to the first frames, and then pieces of background coming behind moving objects will be considered as objects. A better approach is to take the median of N first frames.
Simple subtraction may not be enough in cases of changing light condition etc. You may find a similarity criterion better for your application.
simple thresholding on the difference image may not be enough. A simple approach is to dilate the foreground for the sake of not updating the background on pixels that where accidentally identified as such.
Your step 4 is unclear, I assumed that you mean that you update the foreground only on those places that are identified as background on the last frame. Note that with such a simple approach, pixels that are actually background may be stuck forever with a "foreground" labeling, as you don't update the background under them. There are many possible solutions to this.
There are many ways to solve this problem, and it will really depend on the input images as to which method will be the most appropriate. It may be worth doing some reading on the topic
The method you are suggesting may work, but it's a slightly non-standard approach to this problem. My main concern would be that subtracting several images from the background could lead to saturation and then you may lose some detail of the motion. It may be better to take difference between consecutive images, and then apply the binarization / thresholding to these images.
Another (more complex) approach which has worked for me in the past is to take subregions of the image and then cross-correlate with the new image. The peak in this correlation can be used to identify the direction of movement - it's a useful approach if more then one thing is moving.
It may also be possible to use a combination of the two approaches above for example.
Subtract second image from the first background.
Threshold etc to find the ROI where movement is occurring
Use a pattern matching approach to track subsequent movement focussed on the ROI detected above.
The best approach will depend on you application but there are lots of papers on this topic

What algorithm would blend multiple images that has same scene except one object on different positions in every image?

I want to blend multiple photo shots of same scene but only one object is in different position on every shot. I want to know what kind of algorithm would give desired results. Here is an example
Well, what you are looking for is called Image Fusion. There are many methods that do this, but it is still a fairly active research idea. Based on the images you have, you should select the one that performs the best. Because your images will have imperfections and lighting, shadowing differences this is way beyond than a simple cut and paste.
Here is a little more information and some algorithm explanations: Image Fusion by Image Blending.

Optimized .plist/textures for walk animations

I am trying to 'squeeze' my textures for walking animations. The anim has 8 frames, but actually can be done quite well with 1-2-3-4-5-4-3-2 which would fit nicely in a 128x128 points texture. Do you know of a tool that can create the plist entries for 6-7-8 that are mapped onto the 4-3-2 areas of the texture ?
Coding is still an option, but was wondering if some tool has that out of the box.
I'm surprised there's still Cocos2D developers out there who aren't using TexturePacker. :)
Check out the Alias Creation section under Features, I'm quoting (but also can confirm that this works perfectly):
If two images are identical after trimming only one image is placed in
the sprite sheet. The duplicates will just be added to the description
file allowing you to access it with both names.
This is perfect when using animations: You simply don't have to care about equal phases.

Photoshop Undo System

The question probably applies to drawing systems in general. I was wondering how the undo functionality is implemented in PS. Does the program take snapshots of the canvas before each operation? If so, wouldn't this lead to huge memory requirements? I've looked into the Command pattern, but I can't quite see how this would be applied to drawing.
Regards,
Menno
It's called the command pattern. It's simple to implement as useful for any sort of editor.
Photoshop applies stacked transformations upon the original image. One opetation one command. It simply unapplies the transformation when you undo. So it just keeps the original and latest versions, but I guess it might cache the last few versions just for performance.
Since some operations will be non-reversable and as you say snapshoting the entire image every time would be out of the question then the only other alternative I can see would be a stack of deltas. A delta being the set of masks containing the modified pixels prior to the operation. Of course many operations may be reversable so their deltas could be optimised.
I'm not sure how Adobe Photoshop implements undo, but the Paint node within Apple Shake compositing application is pretty easy to explain:
Each stoke is stored as a series of points, along with some information like stroke-color, brush-size etc.
When you draw a stoke, the changes are made on the current image.
Every x strokes (10 I think) the current image is cached into memory.
When you undo, it redraws the last ~9 stokes on the previous cached image.
There are two problems with this:
When you undo more than 10 times, it has to recalculate the whole image. With thousands of strokes this can cause a several second pause.
With Shake, you save the setup file, containing the stroke information - not the actual pixel values. Then means you have to recalculate the whole image whenever you reopen the Paint node, or render the image (not nearly as big a problem as the undo thing, however).
Well, there is a third problem, that being Shake is horribly buggy and poorly implemented in many areas, the Paint node beign one of them - so I'm not sure how good an implementation this is, but I can't imagine Photoshop being too dissimilar (albeit far better optimised).
The easiest way I've found to solve this problem, though I don't know how Adobe tackles it, is to use a persistent data structure, like so:
You think of an image as a collection of image tiles, say 64x64 pixels each, and they get garbage collected or reference counted (ex: using shared_ptr in C++).
Now when the user makes changes to an image tile, you create a new version while shallow copying the unmodified tiles:
Everything except those dark tiles are shallow copied upon such a change. And when you do it that way, your entire undo system boils down to this:
before user operation:
store current image in undo stack
on undo/redo:
swap image at top of undo stack with current image
And it becomes super easy like that without requiring the entire image to be stored over and over in each undo entry. As a bonus when users copy and paste layers, it barely takes any more memory unless/until they make changes to that pasted layer. It basically provides you an instancing system for images. As yet another bonus, when a user creates a transparent layer that's, say, 2000x2000 pixels but they only paint a little bit of the image, like say just 100x100 pixels, that also barely takes any memory because the empty/transparent tiles don't have to store any pixels, only a couple of null pointers. It also speeds up compositing with such mostly-transparent layers, because you don't have to alpha blend the empty image tiles and can just skip over them. It also speeds up image filters in those cases as well since they can likewise just skip over the empty tiles.
As for PS actions, that's a bit of a different approach. There you might use some scripting to indicate what actions to perform, but you can couple it with the above to efficiently cache only modified portions of the image. The whole point of this approach is to avoid having to deep copy the entirety of the image over and over and blow up memory usage to cache previous states of an image for undoing without having to fiddle with writing separate undo/redo logic for all kinds of different operations that could occur.
Photoshop uses History to track their actions. These also serve as Undo as you can go back in history at any point. You can set the size of history in preferences.
I also suggest you look into Adobe Version Cue as a tool for retrospect undo or versions, it's built into the suite for that sole purpose. http://en.wikipedia.org/wiki/Adobe_Version_Cue