I am trying to use the OpenCVs Background Subtractor class MOG2 to seperate a person moving infront of a camera. I got everything set up and working nicely. But the resulting mask I am getting looks something like this:
(default settings)
Now what I would like to get is something like this:
(bad gimp skills :D)
I have already tryed to mess around with the parameter described in the docu, but all I managed to accomplish was something the looked like a motion blur effect...
So I was hopeing somebody with a better understanding of the algorithm or somebody who has already done something similar might be able to help me!
Thanks in advance, Foaly
I am working also with that and what I've seen is that this algorithm needs a good calibration to accomplish that goal, because you should be aware that this algorithm try to put in the background some pixels that don't show changes, e.g. in your skin major part of the pixels have the same color maybe this is the reason. I recommend to you that use other kind of methods (using zncc) if you want to use an application like the one that is showed in your question.
So I guess this were our image processing skills come into play. The first thing I would do is make the lines on the image thicker and join it it. We can use the following:
1) I would want the lines thicker. Use Morphological operators tutorial on Morphological operators with Otsu's method. This paper worked for me when I did my ear biometrics http://www4.comp.polyu.edu.hk/~csajaykr/myhome/papers/PR2011.pdf
2) Fill in connected components using opencv and clean the image
3) Segment human profile
I am working on a solar system and I wanted to have the background filled with stars. What would be the most appropriate way to accomplish this? Is using skybox better then drawing individual pixels?
Any ideas on good tutorials that would help me with either of these? It doesn't have to be realistic. Something simple would work; however I also like to try something more realistic to see how it would look.
I am trying to implement a feature of drawing closed contour that defines my region of interest. I would like to manually draw a contour that encloses some object in a image using my mouse. The contour should be closed at the end, something like ImageJ does. I am wondering if there is any tools, 3rd party libs in C++ can help with this. I know probably OpenCV can be a source, but I am trying to implement something light and easy. So is there anyway to do so? Any pointer is appreciated. Thanks. --Nick
I think you can use WPF. An excellent example can be found here: http://www.codeproject.com/Articles/128705/WPF-rounded-corners-polygon
I need to graph XYZ coordinates in a 3D cube that I can rotate. Im look for code that will basically take a 3d array of 1s and 0s and build a cube. Coloring of the points would also be nice. The program that creates the point is in C/C++ so I would prefer something that would play nicely will that but Im not picky. Im alright aware that Mathematica can do this , but Im looking for something that can be "live" updated so I can watch the progress
Thanks in advance
One obvious possibility would be something like Direct3D (for Windows, X-box and Windows Phone 7) or OpenGL (for pretty much anything that can do 3D except X-box or Windows Phone 7).
There are quite a few libraries and sample code for things like this.
If you're working on Unix/Linux, you may or may not have OpenGL installed. If you don't, you might want to check into Mesa3D.
I would go with Jerry's suggestion of using OpenGL. There are some good tutorials out there too - have a look at the nehe series which have examples for doing precisely what you're after.
Refer this tutorial link : http://www.directxtutorial.com/
This will help you to implement three dimensional cube.
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I'm looking for some good ideas for a simple 3d graphics program as my final project for an intro to computer graphics class. As for some background information, we'll be using opengl and will have a little over a month to work on it, so nothing too far-fetched. The simpler and "prettier" looking, the better. It does, however, require some sort of interface that the user can interact with (so a very simple game or similar is a good idea) and must be 3D.
My only idea so far is maybe a 3D version of Tetris (google for some examples).
Edit: I ended up going with 3D Tetris. For a less than a month's worth of time, you can see what I came up with here.
A 3D text/code editor. Text is 3D, errors stand out, code indentations not only indent, but protrude on z axis, pages/files are 3D and can be flipped like a ringpad.
Probably not useful, but fun and more interesting than a game IMO.
In university, for my parallel programming course, I did an openGL/MPI implementation of Conway's Game of Life. It was quite interesting. Wish I still had the code around somewhere. The advantage of using open GL is that you can lay out the grid in different orientations rather than a flat grid. Remember, code doesn't exist until it's checked into source control.
Putting some physics in makes it more interesting. How about implementing Labyrinth (the maze toy where you are supposed to guide a ball from the starting point to the goal by tilting it).
EDIT: Erik told me it's called Labyrinth.
A 3D minesweeper game similar to this one.
Rubik's cube.
Look at http://www.contextfreeart.org/ ... write something similar, but for 3d.
If you've ever played Missile Command I belive that this could be a good project to '3d-ify'.
Try a chicken crossing the road game.
You will probably need to demonstrate the bare minimum of:
textures
lighting
animation
interaction
collision detection
Do not include even simple physics if there are no marks for it. Prioritise tasks based on the marking scheme. Get something simple working first and back it up :)
Honestly it's actually pretty easy to load up a bunch of animated models and set up a simple first person shooter. I mean, to get a generic thing working you don't need all that much:
Either load and display a heightmap or a BSP tree as the level.
Load and render some simple MD2 models (keyframe animation, low amount of polys and simple format).
Draw a simple hud.
Ray/AABB intersection, every time the user clicks you'll need to cast a ray from the center of the screen and see if it intersects an the bounding boxes of the enemies.
Simple FPS camera system.
The above is pretty doable in a month for as far as I'm concerned. (It's probably doable in a week if you already know some of the stuff).
I tried to do a 3D Asteroids for a class once. I never completed the gameplay part, since it was a graphics class. The ship could move around, as could the asteroids, but there was no collision detection. The ship and the asteroids had 3D textures applied to them, and the asteroids were built out of ellipsoids, so they were actually 3D. The gameplay was all 2D, though.
How about one of those games that are a wooden maze with a ball rolling around the top. You tilt the board and try to get the ball round the maze without falling down the hole? It has the advantage that it's relatively simple to get started, but you could probably think of some extensions if you have time.
If you're looking for a true university size task, mine was to produce a small helicopter "game" where you could take off from an aircraft carrier in an ocean and fly around with some environmental effects, moving water etc. i.e. nothing too complicated. As another example, the task set for the year previous to mine was a little sans-opponent racing game.
I would worry that you may loose marks with tetris as it sounds like little would be done on the z-axis and may come across a little too 2d though it obviously depends on your brief.
Anyway, these will give you the chance to experiment with the basic OpenGL features such as fog, lighting, geometry, textures and some basic movement physics & collision detection/response.
Further on this, though often beyond the scope of such a university sized task you could then take this further add nicities such as animated geometry (e.g. people), environment mapping, reflections, shadows, particle systems, shaders, perhaps a heightmapped island.
Rewrite Blocks 3D. The graphics on this project look horrible now. I remember playing this game (or one like it) on a 386 with wireframe graphics... awesome. The game is basically 3D tetris.
I would check Panda3D or Pygame.
Panda3D is probably close to what you are looking for, and one idea that always works is to put the user's face in the main character or object. 3d-pong with the player's face? Use something unexpected... like a tetris made of burgers instead of bricks.
I love little self-organising alife applications like boids. They can be fun to code and always benefit from a nice UI, especially 3D ones. User input can modify aspects of the environment as well as moving around/through the environment.
I like exoplanets. Go read up on them. On Wikipedia and http://exoplanet.eu there's a lot of information. Astronomers and public outreach people could always use fresh 3D animations showing how the Doppler effect works, or how the planet transiting in front of the star makes it for example 0.5% dimmer.
Or, what I work on, is how when the planet passes behind its star. At Earth we receive just a teeny bit less infrared from that star. The user could adjust the orbit, size of planet, etc. and see how that affects what astronomers see. It could be fun, simple enough to do, and unlimited potential in extending the work for nicer textures, slick lighting effects, etc., and you could end up with something to contribute to science education.
I'd be making such 3D animations myself, if I weren't busy helping crunch numbers for the actual science. I'll be jealous!