I am trying to make a perspective correction for quadrilateral objects using opencv3. I managed to show the lines and also implemented the Houghlines using Imgproc.HoughLinesP() and tried to highlight the lines using Imgproc.lines() but output was no success. Below is my code and also I have attached my output image.
Please let me know what is wrong happening and what should be done...
Mat initImg; // initial image
Mat greyImg; // converted to grey
Mat lines = new Mat();
int threshold = 50;
int minLineSize = 20;
int lineGap = 10;
initImg = Imgcodecs.imread(imgLoc, 1);
greyImg = new Mat();
Imgproc.cvtColor(initImg, greyImg, Imgproc.COLOR_BGR2GRAY);
Bitmap bitm = Bitmap.createBitmap(greyImg.cols(), greyImg.rows(),Bitmap.Config.ARGB_8888);
Imgproc.blur(greyImg, greyImg, new Size(3.d, 3.d));
Imgproc.adaptiveThreshold(greyImg, greyImg, 255, Imgproc.ADAPTIVE_THRESH_MEAN_C, Imgproc.THRESH_BINARY_INV, 15, 4);
Imgproc.HoughLinesP(greyImg, lines, 1, Math.PI/180, threshold,
minLineSize, lineGap);
// lines returns rows x columns and rows is always 1. I dont know why please help me to understand
for (int x = 0; x < lines.cols(); x++) {
double[] vec = lines.get(0, x);
double[] val = new double[4];
double x1 = vec[0],
y1 = vec[1],
x2 = vec[2],
y2 = vec[3];
System.out.println(TAG+"Coordinates: x1=>"+x1+" y1=>"+y1+" x2=>"+x2+" y2=>"+y2);
Point start = new Point(x1, y1);
Point end = new Point(x2, y2);
Imgproc.line(greyImg, start, end, new Scalar(0,255, 0, 255), 3);
}
Utils.matToBitmap(greyImg, bitm);
if(bitm!=null){
Toast.makeText(getApplicationContext(), "Bitmap not null", Toast.LENGTH_SHORT).show();
iv.setImageBitmap(bitm);
}else{
Toast.makeText(getApplicationContext(), "Bitmap null", Toast.LENGTH_SHORT).show();
}
My Output:
I finally managed to get the houghlines. The houghlines was not showing in the grey images and I extracted the houghlines in grey image but plotted the lines in color image and it worked.
Imgproc.HoughLinesP(greyImg, lines, 1, Math.PI/180, threshold,
minLineSize, lineGap);
for (int x = 0; x < lines.rows(); x++)
{
double[] vec = lines.get(x, 0);
double x1 = vec[0],
y1 = vec[1],
x2 = vec[2],
y2 = vec[3];
Point start = new Point(x1, y1);
Point end = new Point(x2, y2);
double dx = x1 - x2;
double dy = y1 - y2;
double dist = Math.sqrt (dx*dx + dy*dy);
if(dist>300.d) // show those lines that have length greater than 300
Imgproc.line(initImg, start, end, new Scalar(0,255, 0, 255),5);// here initimg is the original image.
}
Related
Im really confuse that how can i draw professional brushes in android, im drawing circle using path when user moves its finger on screen but when user move its finger slow the number of circle increase and when user move finger fast the number of circle is very less, suppose user moves it finger very fast ther will be only 6 7 circle on that path but if user moves it finger slowly ther will be 30/40 or more circle on the path, which seems very buggy, is this is possible that moveing finger fast stores less points? but if i talk about line , the line on canvas draw prefectly while user moves it finger fast or slow, im sharing my code below
private void DrawCircleBrush(List<PointF> points) {
PointF p1 = points.get(0);
PointF p2 = points.get(1);
Path path = new Path();
path.moveTo(p1.x, p1.y);
for (int i = 1; i < points.size(); i++) {
int rc = (int) (20 +(this.paintStrokeWidth/5));
path.addCircle(p1.x, p1.y, (float) rc, Path.Direction.CCW);
}
this.invalidate();
}
I call DrawCircleBrush Fucnion on action_move like this
path.reset();
points.add(new PointF(x, y));
DrawCircleBrush(points);
You can see the difference of fast moving and slow moving finger in attached picture.
What i want to Achive you can see in this photo, as the brush draw same in this app when i move finger fast or slow,
Ok At last i find solution.
this is how im getting all the points , note that this a theorem called Bresenham's line algorithm and its only works with integer,
this is how im getting all the point , move finger fast or slow point will always be same :D
//x0,y0 , is the starting point and x1,y1 are current points
public List<PointF> findLine( int x0, int y0, int x1, int y1)
{
List<PointF> line = new ArrayList<PointF>();
int dx = Math.abs(x1 - x0);
int dy = Math.abs(y1 - y0);
int sx = x0 < x1 ? 1 : -1;
int sy = y0 < y1 ? 1 : -1;
int err = dx-dy;
int e2;
while (true)
{
line.add(new PointF(x0,y0));
if (x0 == x1 && y0 == y1)
break;
e2 = 2 * err;
if (e2 > -dy)
{
err = err - dy;
x0 = x0 + sx;
}
if (e2 < dx)
{
err = err + dx;
y0 = y0 + sy;
}
}
return line;
}
How im using this function for my brush,
//radius of circle
int rc = (int) (20 +(this.paintStrokeWidth/5));
//getting the points of line
List<PointF> pointFC =findLine((int)this.startX,(int) this.startY,(int) x,
(int) y);
//setting the index of first point
int p1 = 0;
//will check if change occur
boolean change = false;
for(int l=1; l<pointFC.size(); l++){
//getting distance between two pints
float d = distanceBetween(pointFC.get(p1),pointFC.get(l));
if(d>rc){
// we will add this point for draw
//point is a list of PointF //declared universally
points.add(new PointF(pointFC.get(l).x,pointFC.get(l).y));
we will change the index of last point
p1 = l-1;
change = true;
}
}
if(points.size() >0){
path.reset();
DrawCircleBrush(points);
}
if(change){
we will cahnge the starts points, //set them as last drawn points
this.startX = points.get(points.size()-1).x;
this.startY = points.get(points.size()-1).y;
}
//Distance betwenn points
private float distanceBetween(PointF point1,PointF point2) {
return (float) Math.sqrt(Math.pow(point2.x - point1.x, 2) +
Math.pow(point2.y - point1.y, 2));
}
//this is how im drawing my circle brush
private void DrawCircleBrush(List<PointF> points) {
Path path = this.getCurrentPath();
path.moveTo(points.get(0).x, points.get(0).y);
for (int i = 1; i < points.size(); i++) {
PointF pf = points.get(i);
int rc = (int) (20 +(this.paintStrokeWidth/5));
path.addCircle(pf.x, pf.y, (float) rc, Path.Direction.CCW);
}
}
Result: brush is same even move finger fast or slow
Check the "colored_pixels" from here
I want to extract circles in and Image, So I extract them with below code:
Mat circles = new Mat();
Imgproc.HoughCircles(adaptiveThresh, circles, Imgproc.HOUGH_GRADIENT, 1.0, (double) adaptiveThresh.rows() / 40, 100.0, 30.0, 20, 30);
And then I iterate through them with below code:
for (int x = 0; x < circles.cols(); x++) {
double[] c = circles.get(0, x);
Point center = new Point(Math.round(c[0]), Math.round(c[1]));
int radius = (int) Math.round(c[2]);
Imgproc.circle(source, center, radius, new Scalar(0, 0, 255), 3);
}
But I want to sort them from topleft to bottom right, And the problem is I can not access the x and y of the circles!
How may I sort them based on row from top left to bottom right?
Your question is can be confusing. As it can be (1) sort distance to the circle to the top left of the image. (2)sort the distance from top left of each circle to top left of the image corner?
I assume you want to find the circle which is most close to top left case (1).
Here is my response.
From the C++ sample( i guess you are using android, not very familiar). You can convert using my sample code below.
for( size_t i = 0; i < circles.size(); i++ )
{
Point center(cvRound(circles[i][0]), cvRound(circles[i][1]));
int radius = cvRound(circles[i][2]);
// circle center
circle( src, center, 3, Scalar(0,255,0), -1, 8, 0 );
// circle outline
circle( src, center, radius, Scalar(0,0,255), 3, 8, 0 );
}
the center should be the point you want.
To sort them from top left to bottom right using city block distance you just have to
void sort_points (std::vector<Vec3f> &array)
{
std::cout<<"Elements in the array: "<<array.size()<<std::endl;
//comparisons will be done n times
for (int i = 0; i < array.size(); i++)
{
//compare elemet to the next element, and swap if condition is true
for(int j = 0; j < array.size() - 1; j++)
{
if ((array[j][0]+array[j][1]) > (array[j+1][0]+ array[j+1][1])
Swap(&array[j], &array[j+1]);
}
}
}
int main(argc,argv)
// ...................//do your stuff
vector<Vec3f> circles; //detected circle
// ... //do the detection
sort_points(circles);
//circles here is fully sorted from city block distance
std::cout<<circles<<std::endl; // print out all sorted circile
// ...................//do your stuff
}
if it is 2nd case just change if by
if ((array[j][0]+array[j][1]-2*array[j][2]) > (array[j+1][0]+ array[j+1][1]-2*array[j+1][2])
Here is what you need to do:
First, declare a Circle class (for encapsulation the circle properties for sorting purpose)
class Circle {
int cX;
int cY;
int radius;
double distance;
}
Now iterate over the HoughCircles result, and create a Circle instance and then add it to the List
List<Circle> circleList = new ArrayList<>();
//start point, it is used to calculate the distance
Point p1 = new Point(0, 0);
for (int x = 0; x < circles.cols(); x++) {
double[] c = circles.get(0, x);
Point center = new Point(Math.round(c[0]), Math.round(c[1]));
int radius = (int) Math.round(c[2]);
Imgproc.circle(source, center, radius, new Scalar(0, 0, 255), 3);
// here create the Circle instance
Circle circle = new Circle();
cricle.cX = center.x;
circle.cY = center.y;
circle.radius= radius;
double D = Math.sqrt(Math.pow(abs(p1.x - circles.x), 2) + Math.pow(abs(p1.y - circles.y), 2));
circle.distance = D;
// add the circle instance to the list
circleList.add(circle);
}
Now sort the circles in the list, use distance from small to bigger
circleList.sort(new Comparator<File>() {
#Override
public int compare(Circle c1, Circle c2) {
return Double.compare(c1.distance, c2.distance);
}
});
Now you can do what you want with circles list.
Hope it helps!!
I have been searching the internet for a while now. The problem is that the solution to my problem in mostly available in either python or C++. I have tried to replicate the code but no luck.
I have detected a card (Rectangle) and I am able to crop it if the rectangle is straight but if the rectangle is rotated at an angle I get a image that cuts the card.
Image showing what I want to achieve...
My working code for straight Image.
Bitmap abc = null;
Point topleft, topright, bottomleft, bottomright;
float xRatio = (float) original.getWidth() / sourceImageView.getWidth();
float yRatio = (float) original.getHeight() / sourceImageView.getHeight();
float x1 = (points.get(0).x) * xRatio;
float x2 = (points.get(1).x) * xRatio;
float x3 = (points.get(2).x) * xRatio;
float x4 = (points.get(3).x) * xRatio;
float y1 = (points.get(0).y) * yRatio;
float y2 = (points.get(1).y) * yRatio;
float y3 = (points.get(2).y) * yRatio;
float y4 = (points.get(3).y) * yRatio;
Point p1 = new Point(x1, y1);
Point p2 = new Point(x2, y2);
Point p3 = new Point(x3, y3);
Point p4 = new Point(x4, y4);
List<Point> newpoints = new ArrayList<Point>();
newpoints.add(p1);
newpoints.add(p2);
newpoints.add(p3);
newpoints.add(p4);
Collections.sort(newpoints, new Comparator<Point>() {
public int compare(Point o1, Point o2) {
return Double.compare(o1.x, o2.x);
}
});
if (newpoints.get(0).y > newpoints.get(1).y) {
bottomleft = newpoints.get(0);
topleft = newpoints.get(1);
} else {
bottomleft = newpoints.get(1);
topleft = newpoints.get(0);
}
if (newpoints.get(2).y > newpoints.get(3).y) {
bottomright = newpoints.get(2);
topright = newpoints.get(3);
} else {
bottomright = newpoints.get(3);
topright = newpoints.get(2);
}
final Mat newimage = new Mat();
Bitmap bmp32 = original.copy(Bitmap.Config.ARGB_8888, true);
org.opencv.android.Utils.bitmapToMat(bmp32, newimage);
final float dd = getAngle(bottomleft, bottomright);
Mat finalMat = new Mat(newimage, new org.opencv.core.Rect(topleft, bottomright));
abc = RotateBitmap(createBitmapfromMat(finalMat), (-dd));
Current code when rectangle is straight :
Current code when rectangle is rotated:
Links to similar questions :
Link 1 Link 2
I have a custom ImageTextButton in which I render the button to a FrameBuffer first and then draw with frameBuffer.getColorBufferTexture(). I don't really want to do this but I use a custom shader with this button that creates some visual effects and the only way I have been able to achieve it is with a FrameBuffer. I was surprised to find this actually works very smooth and fast though, the whole process takes 1-2ms on slow devices and having several instances doesn't cause any kind of framerate drop, so I am happy with this bit.
The issue I am having though is when I enable clipping on the ImageTextButton (with setClip(true)). The reason for this is the button can change in width, and I would like it to clip the text within the bounds of the button. If I disable the FrameBuffer and render normally, this part also works very well. If I combine the 2, it seems the clipping process gets confused and the result is either no text or very small parts of the text.
So here is the relevant code. I assumed it was because I set the FrameBuffer and SpriteBatch size/projection matrix just to deal with the active area (for efficiency) however if I don't modify any of this and use the same batch/projection matrix, so the FrameBuffer manages the whole screen, it is still the same result.
public void initFrameBuffer(){
xCache = (int) super.getX(); yCache = (int) super.getY();
widthCache = (int) super.getWidth(); heightCache = (int) super.getHeight();
frameBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, widthCache, heightCache, false);
fboProjectionMatrix.setToOrtho2D(xCache, yCache+heightCache, widthCache, -heightCache);
this.fbBatch = new SpriteBatch();
this.fbBatch.setProjectionMatrix(fboProjectionMatrix);
this.frameBufferReady = true;
}
public void doFrameBuffer(Batch batch, float parentAlpha){
batch.end();
frameBuffer.begin();
fbBatch.begin();
Gdx.gl20.glClearColor(0f, 0.0f, 0.0f, 0.0f);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
super.draw(fbBatch, parentAlpha);
fbBatch.end();
frameBuffer.end();
batch.begin();
}
public void drawFrameBufferObject(Batch batch, float parentAlpha){
batchColorCache = batch.getColor();
batch.setColor(1.0f, 1.0f, 1.0f, parentAlpha);
batch.draw(frameBuffer.getColorBufferTexture(), getX(), getY());
batch.setColor(batchColorCache);
}
#Override
public void draw(Batch batch, float parentAlpha) {
if (!this.frameBufferReady) initFrameBuffer();
doFrameBuffer(batch, parentAlpha);
drawFrameBufferObject(batch, parentAlpha);
}
Sorry for the long code, it's actually heavily trimmed down for the necessary parts..
Help hugely appreciated as always!
After much playing, the solution I have found is one that could probably be useful in other situations, and that is true clipping of the BitmapFontCache by vertex modification, no scissors involved! So if anyone would find this useful, the code is;
float xStart = ...start position of clip
float xEnd = ...end position of clip
//vertex offset numbers
int x_1 = 0, x_2 = 5, x2_1 = 10, x2_2 = 15;
int u_1 = 3, u_2 = 8, u2_1 = 13, u2_2 = 18;
for (int j = 0, n = pageCount; j < n; j++) {
int c = cache.getVertexCount(j);
int newIdx = 0;
if (c > 0) { // ignore if this texture has no glyphs
float[] vertices = cache.getVertices(j);
for(int i = 0; i < vertices.length; i+=20){
//if any of the vertices are outside the label, don't put them in the new cache
if(vertices[i+x2_1] > xStart && vertices[i+x_1] < xEnd){
for(int k = 0; k < 20; k++){
clippedVerts[j][newIdx+k] = vertices[i+k];
}
//case on major left glyph
if(vertices[i+x_1] < xStart){
float xDiff = vertices[i+x2_1]-xStart; //difference between right of glyph and clip
float xRatio = xDiff / (vertices[i+x2_1]-vertices[i+x_1]);
float uDiff = vertices[i+u2_1] - vertices[i+u_1];
float newU = vertices[i+u2_1] - uDiff*xRatio;
clippedVerts[j][newIdx+x_1] = xStart;
clippedVerts[j][newIdx+x_2] = xStart;
clippedVerts[j][newIdx+u_1] = newU;
clippedVerts[j][newIdx+u_2] = newU;
}
//case on major right glyph
if(vertices[i+x2_1] > xEnd){
float xDiff = xEnd-vertices[i+x_1]; //difference between left of glyph and clip
float xRatio = xDiff / (vertices[i+x2_1]-vertices[i+x_1]);
float uDiff = vertices[i+u2_1] - vertices[i+u_1];
float newU_2 = vertices[i+u_1] + uDiff*xRatio;
clippedVerts[j][newIdx+x2_1] = xEnd;
clippedVerts[j][newIdx+x2_2] = xEnd;
clippedVerts[j][newIdx+u2_1] = newU_2;
clippedVerts[j][newIdx+u2_2] = newU_2;
}
newIdx += 20;
}
}
}
clippedIdx[j] = newIdx;
}
for (int j = 0, n = pageCount; j < n; j++) {
int idx = clippedIdx[j];
if (idx > 0) { // ignore if this texture has no glyphs
float[] vertices = clippedVerts[j];
batch.draw(regions.get(j).getTexture(), vertices, 0, idx);
}
}
i have problem with detection road lanes with my phone.
i wrote some code for road lanes detection, but him not working for me.
From camera get modifications from normal view to BGR colors and try use GausianBlur and Canny, but i think i not good draw lanes for detection.
Maybe some people have another idea how detection road lanes with OpenCV?
Mat mYuv = new Mat(height + height / 2, width, CvType.CV_8UC1);
Mat mRgba = new Mat(height + height / 2, width, CvType.CV_8UC1);
Mat thresholdImage = new Mat(height + height / 2, width, CvType.CV_8UC1);
mYuv.put(0, 0, data);
Imgproc.cvtColor(mYuv, mRgba, Imgproc.COLOR_YUV420p2BGR, 4);
//convert to grayscale
Imgproc.cvtColor(mRgba, thresholdImage, Imgproc.COLOR_mRGBA2RGBA, 4);
// Perform a Gaussian blur (convolving in 5x5 Gaussian) & detect edges
Imgproc.GaussianBlur(mRgba, mRgba, new Size(5,5), 2.2, 2);
Imgproc.Canny(mRgba, thresholdImage, VActivity.CANNY_MIN_TRESHOLD, VActivity.CANNY_MAX_THRESHOLD);
Mat lines = new Mat();
double rho = 1;
double theta = Math.PI/180;
int threshold = 50;
//do Hough transform to find lanes
Imgproc.HoughLinesP(thresholdImage, lines, rho, theta, threshold, VActivity.HOUGH_MIN_LINE_LENGTH, VActivity.HOUGH_MAX_LINE_GAP);
for (int x = 0; x < lines.cols() && x < 1; x++){
double[] vec = lines.get(0, x);
double x1 = vec[0],
y1 = vec[1],
x2 = vec[2],
y2 = vec[3];
Point start = new Point(x1, y1);
Point end = new Point(x2, y2);
Core.line(mRgba, start, end, new Scalar(255, 0, 0), 3);
}
This approach is fine and I've done something similar, not for road line detection but I did notice that it could be used for that purpose. Some comments:
Not sure why you do:
Imgproc.cvtColor(mRgba, thresholdImage, Imgproc.COLOR_mRGBA2RGBA, 4);
as 1. the comment say convert to greyscale, which is a single channel and 2. thresholdImage will get overwritten with the call to Canny later. You just need to dimension thresholdImage with:
thresholdImage = new Mat(mRgba.size(), CvType.CV_8UC1);
What are your parameter values to the call to Canny? I played about with mine considerably and ended up with values like: threshold1 = 441, threshold2 = 160, aperture = 3.
Likewise Imgproc.HoughLinesP: I use Imgproc.HoughLines rather than Imgproc.HoughLinesP with parameters: threshold = 80, minLen = 30, maxLen = 10.
Also have a look at:
for (int x = 0; x < lines.cols() && x < 1; x++){
&& x < 1 means you will only take the first line that the call to HoughLinesP returns. I'd suggest you remove this and use some other criteria to reduce the number of lines; for example, I was interesting in only horizontal and vertical lines so I used atan2 to calculate line angles and exclude those that deviate too much.
UPDATE
Here is how I get the angle of a line. Assuming coordinates of one point is (x1,y1) and the other (x2, y2) then to get the angle:
double lineAngle = Math.atan2(y2 - y1, x2 - x1);
this should return an angle in radians between -PI/2 and PI/2
With regard Canny parameters then I would experiment - I set up onTouch so that I could adjust the threshold values by touching certain parts of the screen to see the effects in realtime. Note that aperture is rather disappointing parameter: it seems to only like odd values 3, 5 and 7 and 3 is the best that I've found.
Something like in the onTouch method:
int w = mRgba.width();
int h = mRgba.height();
float x = event.getX();
float y = event.getY();
if ((x < w / 3) && (y < h / 2)) t1 += 20;
if ((x < w / 3) && (y >= h / 2)) t1 -= 20;
if ((x > 2 * w / 3) && (y < h / 2)) t2 += 20;
if ((x > 2 * w / 3) && (y >= h / 2)) t2 -= 20;
t1 and t2 being the threshold values passed to the Canny call.