Clean image before OCR? - android

Before
After
I found a spectacular example demonstrate how to clear image before OCR, I think much about it and try to analyze it, It was awesome.
Compare with original image , the processed image has :
Remove background and unrelated objects
Remove flash radiance
Enhance text
Scale image to fit the content.
Does anybody know how do this ? I mean which steps ? (grey, scale, threshold,...)
Thank for your reading

Looks like simple segmentation using the color of the text.

Related

Can we add a invisible image watermark to another image in Android? If yes then how?

I need the code to add invisible watermark to another image in Android
As the comments mentioned, Stackoverflow isn't a free coding service. I will provide you with a high level design advice from which you can implement your own code.
Invisible watermark could just be metadata. The point is to make your particular photo unique and identifiable, right? I would recommend you looking into image metadata manipulation for a simple solution.
That being said, if you are looking for some high tech stealthy watermarking, then you might be looking for pixel manipulation. You can change a few of the pixel colors so if it's compared with the original image with the naked eye, it looks identical but if compared with their base64 encoding you can see a difference. Simply create your own pattern as some sort of signature to attach to images to identify them.
Both method allows you to determine if an image is yours due to the "watermark" you leave on it.

Can we use SVG/Vector image for flood fill algorithm? If yes then how?

I implemented QueueLinearFloodFill Algorithm it works fast for me, but the images I am using are .PNG type, all good quality images are also returning in the issue that white part is left uncolored at border. So Can I use SVG/Vector type. and if yes how.
Thanks in advance

Cocos2D android background image gets messed up

so im trying to make a game with just a simple static background at the moment, but when i draw it to the screen (no scaling being done as the resolution of the image is the same as the screen) it draws the bottom portion of the image incorrectly where the bottom few hundred pixels of the image are exactly the same going down the image. Sorry it's so difficult to explain but being new here i cant actually post an image of what is going wrong.
Now im just using a simple sprite to render this background image. Here is the code being used:
// background layer: another image
background = CCSprite.sprite("WaterBackground.png");
// change the transform anchor point (optional)
background.setPosition(CGPoint.make(GAME_WIDTH/2, GAME_HEIGHT/2));
addChild(background);
am i doing something wrong here? Does Cocos2D not support such large images for sprites? (resolution of 800*1280)
Any help would be greatly appreciated!
Since i am now able to upload images, here are visuals of what is going wrong:
And the problem in my game:
As you can see, the problem is hard to describe. The problem only exists with this larger image; i scaled it down manually in GIMP and then scaled it up for the game and it looked fine (except for being a lower resolution). I also tried scaling down this larger image which still resulted in the same problem. Hopefully you guys can help me as I have no clue what could possibly cause this error. Especially since i read that Cocos2D's max supported image size is 2048*2048 and my image is well within that.
Thanks for any help you guys can provide!
This is due to limitations on the size of textures. Coсos2d-android supports images with a maximum size of 1024 x 1024 pixels.
I faced the same problem and looking for a way to solve it.
EDIT
I found the solution
In cocos2d project open file CCTexture2d.java in org.cocos2d.opengl package and change kMaxTextureSize from 1024 to 2048
I'm not certain, as from your code and looking at the cocos2d code I can't see a definite reason why this would be happening, but given the number of sprites you've got on the screen, i'd definitely take a look at my answer to this question as you may well be hitting one of cocos2d's quirky little rendering faults around multiple sprites. can't hurt to try spritesheets, and it's certainly the correct way to actually do sprites in cocos.
also, definitely create yourself a helper utility to determine the scaling ratio of a device compared to your original image sizes, as unlike on iphone, android does have a pretty much unlimited variation of screen resolutions, and a simple bit of "scale as you load" utility code now will save you lots of time in the future if you want to use this on any other device.
you should try to make one method for adding background,i am doing this this like this way try this hope it will help full for you...here addBackGroundScene is my method and i am adding my background with this method,scrXScaleFactor is maintaining scaling part of my screen try this...
private void addBackGroundScene() {
CCSprite bgForLevel1 = addBackgroundAtOrigin("prelevel1/bgMenu.jpg");
bgForLevel1 .setScaleX(scrXScaleFactor);
bgForLevel1 .setAnchorPoint(0, 0);
addChild(bgForLevel1 );
}

Making a certain color transparent on an image

I have an image that is circular and I want to make the other junk in the image to be transparent. I've spent the last hour looking around and I can't seem to figure out how this is done for android. Any help is greatly appreciated!
I haven't worked with Android but on iOS pngs weren't loading for me when I made them in photoshop but when I made them in flash all of a sudden they would work! Try that first :)
Anyways, you want to google something along the line of "pixel arrays android code" you can create an array of each pixel, find an individual color, then make it transparent...
But I really think this is just a GIMP issue and you don't need to go through all of that hassle.
what i can understand from your uncleared words is that you want to display transparent image of a normal image you have . so i would suggest don't do it through programming . create a transparent image through any image editor tool and use it .
if image is dynamic that you cant go in this way so use Matrix and setAlpha . search over net for both the terms

how to display bigger resolution images in android?

referring to the code example of mine
android Remote image Getting problem?
how can i accommodate bigger resolution images in android.
when i try to display bigger resolution image from internet it give me null bitmap.
any one guide me whats the solution?
any help would be appreciated.
i would like to suggest a rather simple way to display high resolution images i.e. if u just want to display them n not store them.
there are some nice answers here. Hope it helps to achieve wat u expect...

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