Yellow and Orange color identifying with Android - android

Me and my project group are making an Paintball-like Android app. When you shoot someone it checks the following things:
Is the opponent's color in the cross-hair (center of screen)? (either fluor yellow or fluor orange vests)
Is their an opponent player in that direction (use of device compass)?
Is their an opponent in range in that direction (use of GPS)?
The problem at the moment is with the first check. We plan to use the HUE and/or HSV codes, including the lightness and saturation by using the Color.colorToHSV method in Android. We encounter some problems though when it is too dark (weather), and want some feedback over which method is the most efficient to get the best possible results for our colored vests.
With some tests we use the following range at the moment with the Color.colorToHSV method:
float[] currentHsv = new float[3];
Color.colorToHSV(Utils.findColor(myImageBitmap), currentHsv);
float hue = currentHsv[0];
float saturation = currentHsv[1];
float brightness = currentHsv[2];
// Fluor Yellow
if((hue >= 58 && hue <=128) && brightness > 0.40 && saturation <= 1.0){ // some code here }
// Fluor orange
else if((hue >= 4 && hue <=57) && brightness > 0.45 && saturation >= 0.62){ // some code here }
Does anyone know a more efficient way of doing this, which works in almost any kind of weather type, dark or light, inside or outside, below dark bridges or overhanging buildings, dark/light colored clothings underneed it, etc.

Related

Convert XY Values to RGB

I am using the Android Philips Hue SDK and I am currently having an issue with converting the light bulbs XY value to RGB.
I have looked at this code provided in a forum on Philips Hue website and the code has been provided by someone from Hue Support.
I have the following function using this code from the forum:
public static int[] convertXYToRGB(float[] xy, String lightModel)
{
int color = PHUtilities.colorFromXY(xy, lightModel);
int r = Color.red(color);
int g = Color.green(color);
int b = Color.blue(color);
return new int[] {r, g, b};
}
And I am calling it like:
int hue = lightState.getHue();
float[] xy = PHUtilities.calculateXY(hue, item.light.getModelNumber());
int[] rgb = Utilities.convertXYToRGB(xy, item.light.getModelNumber());
Looking at the RGB value I get back it seems to be the wrong colour. For example, using the official app, I set one of my light bulbs to red. When I run my app, the RGB value that comes back is a pale yellow.
Has anyone else experienced this or know how to resolve this issue?
I had a similar issue while programming a desktop application using the same Java SDK (login required). Interestingly, a plain red turned into a fade yellow, exactly how you describe it. A possible solution is to use the xy-values directly instead of the conversion from hue-values. That finally solved the problem for me. You can get the xy-values from the PHLightState object using the methods .getX() and .getY(). After that, use colorFromXY as in your code to get the RGB-values (as android color value = int).
PHLightState s = light.getLastKnownLightState();
float xy[] = new float[] {s.getX(), s.getY()};
int combRGB = PHUtilities.colorFromXY(xy, light.getModelNumber());
On Android, convert combRGB as you already do. Make sure to include android.graphics.Color. If you are testing on non-Android systems you can use the following code:
Color theColor = new Color(combRGB);
int[] sepRGB = {theColor.getRed(), theColor.getGreen(), theColor.getBlue()};
Note: The lights can only address a certain color gamut depending on the type. This is explained into detail here. The 'normal' bulbs with a color gamut B have quite some limitations. For example: most greens turn into yellows and the blues contain a certain amount of red.
Example values: The following overall conversions are tested on my live system with LCT001-blubs. I used PHUtilities.calculateXYFromRGB() to convert the input, then I set the xy-values of the new light state with .setX() and .setY() and finally sent it to the bridge. The values are then extracted from the light cache in the application as soon as it gets the next update.
255 0 0 -> 254 0 0
0 255 0 -> 237 254 0
0 0 255 -> 90 0 254
200 0 200 -> 254 0 210
255 153 0 -> 254 106 0
255 153 153 -> 254 99 125

Android billiard textures. The best way to program?

I'm making billiard on android.
I don't know how to program background. Temporary solution I made:
private void checkEdges()
{
if(ballY-radius-edge <= 0 || ballY+radius+edge >= MainActivity.screenWidth)
vy *= -1;
if(ballX-radius-edge <= 0 || ballX+radius+edge >= MainActivity.screenHeight)
vx *= -1;
}
I have background image with billiard table and I checked what is the size of screen and edge of table billiard. It's working, but I think it isn't great solution, because on other device an edge can have other size.
My another idea was to cut image with billiard table on small pieces and then check coordinates of them, but I don't know how to locate these pieces in right places.
What is the best and right idea how to program it ?
Of course then I will programming holes in my billiard, so now I want to program the background in the right way, to won't have any issues later.

Recognition of handwritten circles, diamonds and rectangles

I looking for some advices about recognition of three handwritten shapes - circles, diamonds and rectangles. I tried diffrent aproaches but they failed so maybe you could point me in another, better direction.
What I tried:
1) Simple algorithm based on dot product between points of handwritten shape and ideal shape. It works not so bad at recognition of rectangle, but failed on circles and diamonds. The problem is that dot product of the circle and diamond is quite similiar even for ideal shapes.
2) Same aproach but using Dynamic Time Warping as measure of simililarity. Similiar problems.
3) Neural networks. I tried few aproaches - giving points data to neural networks (Feedforward and Kohonen) or giving rasterized image. For Kohonen it allways classified all the data (event the sample used to train) into the same category. Feedforward with points was better (but on the same level as aproach 1 and 2) and with rasterized image it was very slow (I needs at least size^2 input neurons and for small sized of raster circle is indistinguishable even for me ;) ) and also without success. I think is because all of this shapes are closed figures? I am not big specialist of ANN (had 1 semester course of them) so maybe I am using them wrong?
4) Saving the shape as Freeman Chain Code and using some algorithms for computing similarity. I though that in FCC the shapes will be realy diffrent from each other. No success here (but I havent explorer this path very deeply).
I am building app for Android with this but I think the language is irrelevant here.
Here's some working code for a shape classifier. http://jsfiddle.net/R3ns3/ I pulled the threshold numbers (*Threshold variables in the code) out of the ether, so of course they can be tweaked for better results.
I use the bounding box, average point in a sub-section, angle between points, polar angle from bounding box center, and corner recognition. It can classify hand drawn rectangles, diamonds, and circles. The code records points while the mouse button is down and tries to classify when you stop drawing.
HTML
<canvas id="draw" width="300" height="300" style="position:absolute; top:0px; left:0p; margin:0; padding:0; width:300px; height:300px; border:2px solid blue;"></canvas>
JS
var state = {
width: 300,
height: 300,
pointRadius: 2,
cornerThreshold: 125,
circleThreshold: 145,
rectangleThreshold: 45,
diamondThreshold: 135,
canvas: document.getElementById("draw"),
ctx: document.getElementById("draw").getContext("2d"),
drawing: false,
points: [],
getCorners: function(angles, pts) {
var list = pts || this.points;
var corners = [];
for(var i=0; i<angles.length; i++) {
if(angles[i] <= this.cornerThreshold) {
corners.push(list[(i + 1) % list.length]);
}
}
return corners;
},
draw: function(color, pts) {
var list = pts||this.points;
this.ctx.fillStyle = color;
for(var i=0; i<list.length; i++) {
this.ctx.beginPath();
this.ctx.arc(list[i].x, list[i].y, this.pointRadius, 0, Math.PI * 2, false);
this.ctx.fill();
}
},
classify: function() {
// get bounding box
var left = this.width, right = 0,
top = this.height, bottom = 0;
for(var i=0; i<this.points.length; i++) {
var pt = this.points[i];
if(left > pt.x) left = pt.x;
if(right < pt.x) right = pt.x;
if(top > pt.y) top = pt.y;
if(bottom < pt.y) bottom = pt.y;
}
var center = {x: (left+right)/2, y: (top+bottom)/2};
this.draw("#00f", [
{x: left, y: top},
{x: right, y: top},
{x: left, y: bottom},
{x: right, y: bottom},
]);
// find average point in each sector (9 sectors)
var sects = [
{x:0,y:0,c:0},{x:0,y:0,c:0},{x:0,y:0,c:0},
{x:0,y:0,c:0},{x:0,y:0,c:0},{x:0,y:0,c:0},
{x:0,y:0,c:0},{x:0,y:0,c:0},{x:0,y:0,c:0}
];
var x3 = (right + (1/(right-left)) - left) / 3;
var y3 = (bottom + (1/(bottom-top)) - top) / 3;
for(var i=0; i<this.points.length; i++) {
var pt = this.points[i];
var sx = Math.floor((pt.x - left) / x3);
var sy = Math.floor((pt.y - top) / y3);
var idx = sy * 3 + sx;
sects[idx].x += pt.x;
sects[idx].y += pt.y;
sects[idx].c ++;
if(sx == 1 && sy == 1) {
return "UNKNOWN";
}
}
// get the significant points (clockwise)
var sigPts = [];
var clk = [0, 1, 2, 5, 8, 7, 6, 3]
for(var i=0; i<clk.length; i++) {
var pt = sects[clk[i]];
if(pt.c > 0) {
sigPts.push({x: pt.x / pt.c, y: pt.y / pt.c});
} else {
return "UNKNOWN";
}
}
this.draw("#0f0", sigPts);
// find angle between consecutive 3 points
var angles = [];
for(var i=0; i<sigPts.length; i++) {
var a = sigPts[i],
b = sigPts[(i + 1) % sigPts.length],
c = sigPts[(i + 2) % sigPts.length],
ab = Math.sqrt(Math.pow(b.x-a.x,2)+Math.pow(b.y-a.y,2)),
bc = Math.sqrt(Math.pow(b.x-c.x,2)+ Math.pow(b.y-c.y,2)),
ac = Math.sqrt(Math.pow(c.x-a.x,2)+ Math.pow(c.y-a.y,2)),
deg = Math.floor(Math.acos((bc*bc+ab*ab-ac*ac)/(2*bc*ab)) * 180 / Math.PI);
angles.push(deg);
}
console.log(angles);
var corners = this.getCorners(angles, sigPts);
// get polar angle of corners
for(var i=0; i<corners.length; i++) {
corners[i].t = Math.floor(Math.atan2(corners[i].y - center.y, corners[i].x - center.x) * 180 / Math.PI);
}
console.log(corners);
// whats the shape ?
if(corners.length <= 1) { // circle
return "CIRCLE";
} else if(corners.length == 2) { // circle || diamond
// difference of polar angles
var diff = Math.abs((corners[0].t - corners[1].t + 180) % 360 - 180);
console.log(diff);
if(diff <= this.circleThreshold) {
return "CIRCLE";
} else {
return "DIAMOND";
}
} else if(corners.length == 4) { // rectangle || diamond
// sum of polar angles of corners
var sum = Math.abs(corners[0].t + corners[1].t + corners[2].t + corners[3].t);
console.log(sum);
if(sum <= this.rectangleThreshold) {
return "RECTANGLE";
} else if(sum >= this.diamondThreshold) {
return "DIAMOND";
} else {
return "UNKNOWN";
}
} else {
alert("draw neater please");
return "UNKNOWN";
}
}
};
state.canvas.addEventListener("mousedown", (function(e) {
if(!this.drawing) {
this.ctx.clearRect(0, 0, 300, 300);
this.points = [];
this.drawing = true;
console.log("drawing start");
}
}).bind(state), false);
state.canvas.addEventListener("mouseup", (function(e) {
this.drawing = false;
console.log("drawing stop");
this.draw("#f00");
alert(this.classify());
}).bind(state), false);
state.canvas.addEventListener("mousemove", (function(e) {
if(this.drawing) {
var x = e.pageX, y = e.pageY;
this.points.push({"x": x, "y": y});
this.ctx.fillStyle = "#000";
this.ctx.fillRect(x-2, y-2, 4, 4);
}
}).bind(state), false);
Given the possible variation in handwritten inputs I would suggest that a neural network approach is the way to go; you will find it difficult or impossible to accurately model these classes by hand. LastCoder's attempt works to a degree, but it does not cope with much variation or have promise for high accuracy if worked on further - this kind of hand-engineered approach was abandoned a very long time ago.
State-of-the-art results in handwritten character classification these days is typically achieved with convolutional neural networks (CNNs). Given that you have only 3 classes the problem should be easier than digit or character classification, although from experience with the MNIST handwritten digit dataset, I expect that your circles, squares and diamonds may occasionally end up being difficult for even humans to distinguish.
So, if it were up to me I would use a CNN. I would input binary images taken from the drawing area to the first layer of the network. These may require some preprocessing. If the drawn shapes cover a very small area of the input space you may benefit from bulking them up (i.e. increasing line thickness) so as to make the shapes more invariant to small differences. It may also be beneficial to centre the shape in the image, although the pooling step might alleviate the need for this.
I would also point out that the more training data the better. One is often faced with a trade-off between increasing the size of one's dataset and improving one's model. Synthesising more examples (e.g. by skewing, rotating, shifting, stretching, etc) or spending a few hours drawing shapes may provide more of a benefit than you could get in the same time attempting to improve your model.
Good luck with your app!
A linear Hough transform of the square or the diamond ought to be easy to recognize. They will both produce four point masses. The square's will be in pairs at zero and 90 degrees with the same y-coordinates for both pairs; in other words, a rectangle. The diamond will be at two other angles corresponding to how skinny the diamond is, e.g. 45 and 135 or else 60 and 120.
For the circle you need a circular Hough transform, and it will produce a single bright point cluster in 3d (x,y,r) Hough space.
Both linear and circular Hough transforms are implemented in OpenCV, and it's possible to run OpenCV on Android. These implementations include thresholding to identify lines and circles. See pg. 329 and pg. 331 of the documentation here.
If you are not familiar with Hough transforms, the Wikipedia page is not bad.
Another algorithm you may find interesting and perhaps useful is given in this paper about polygon similarity. I implemented it many years ago, and it's still around here. If you can convert the figures to loops of vectors, this algorithm could compare them against patterns, and the similarity metric would show goodness of match. The algorithm ignores rotational orientation, so if your definition of square and diamond is with respect to the axes of the drawing surface, you will have to modify the algorithm a bit to differentiate these cases.
What you have here is a fairly standard clasification task, in an arguably vision domain.
You could do this several ways, but the best way isn't known, and can sometimes depend on fine details of the problem.
So, this isn't an answer, per se, but there is a website - Kaggle.com that runs competition for classifications. One of the sample/experiemental tasks they list is reading single hand written numeric digits. That is close enough to this problem, that the same methods are almost certainly going to apply fairly well.
I suggest you go to https://www.kaggle.com/c/digit-recognizer and look around.
But if that is too vague, I can tell you from my reading of it, and playing with that problem space, that Random Forests are a better basic starting place than Neural networks.
In this case (your 3 simple objects) you could try RanSaC-fitting for ellipse (getting the circle) and lines (getting the sides of the rectangle or diamond) - on each connected object if there are several objects to classify at the same time. Based on the actual setting (expected size, etc.) the RanSaC-parameters (how close must a point be to count as voter, how many voters you need at minimun) must be tuned. When you have found a line with RanSaC-fitting, remove the points "close" to it and go for the next line. The angles of the lines should make a distinction between diamand and rectangle easy.
A very simple approach optimized for classifying exactly these 3 objects could be the following:
compute the center of gravity of an object to classify
then compute the distances of the center to the object points as a function on the angle (from 0 to 2 pi).
classify the resulting graph based on the smoothness and/or variance and the position and height of the local maxima and minima (maybe after smoothing the graph).
I propose a way to do it in following steps : -
Take convex hull of the image (consider the shapes being convex)
divide into segments using clustering algorithms
Try to fit a curves or straight line to it and measure & threshold using training set which can be used for classifications
For your application try to divide into 4 clusters .
once you classify clusters as line or curves you can use the info to derive whether curve is circle,rectangle or diamond
I think the answers that are already in place are good, but perhaps a better way of thinking about it is that you should try to break the problem into meaningful pieces.
If possible avoid the problem entirely. For instance if you are recognizing gestures, just analyze the gestures in real time. With gestures you can provide feedback to the user as to how your program interpreted their gesture and the user will change what they are doing appropriately.
Clean up the image in question. Before you do anything come up with an algorithm to try to select what the correct thing is you are trying to analyze. Also use an appropriate filter (convolution perhaps) to remove image artifacts before you begin the process.
Once you have figured out what the thing is you are going to analyze then analyze it and return a score, one for circle, one for noise, one for line, and the last for pyramid.
Repeat this step with the next viable candidate until you come up with the best candidate that is not noise.
I suspect you will find that you don't need a complicated algorithm to find circle, line, pyramid but that it is more so about structuring your code appropriately.
If I was you I'll use already available Image Processing libraries like "AForge".
Take A look at this sample article:
http://www.aforgenet.com/articles/shape_checker
I have a jar on github that can help if you are willing to unpack it and obey the apache license. You can try to recreate it in any other language as well.
Its an edge detector. The best step from there could be to:
find the corners (median of 90 degrees)
find mean median and maximum radius
find skew/angle from horizontal
have a decision agent decide what the shape is
Play around with it and find what you want.
My jar is open to the public at this address. It is not yet production ready but can help.
Just thought I could help. If anyone wants to be a part of the project, please do.
I did this recently with identifying circles (bone centers) in medical images.
Note: Steps 1-2 are if you are grabbing from an image.
Psuedo Code Steps
Step 1. Highlight the Edges
edges = edge_map(of the source image) (using edge detector(s))
(laymens: show the lines/edges--make them searchable)
Step 2. Trace each unique edge
I would (use a nearest neighbor search 9x9 or 25x25) to identify / follow / trace each edge, collecting each point into the list (they become neighbors), and taking note of the gradient at each point.
This step produces: a set of edges.
(where one edge/curve/line = list of [point_gradient_data_structure]s
(laymens: Collect a set of points along the edge in the image)
Step 3. Analyze Each Edge('s points and gradient data)
For each edge,
if the gradient similar for a given region/set of neighbors (a run of points along an edge), then we have a straight line.
If the gradient is changing gradually, we have a curve.
Each region/run of points that is a straight line or a curve, has a mean (center) and other gradient statistics.
Step 4. Detect Objects
We can use the summary information from Step 3 to build conclusions about diamonds, circles, or squares. (i.e. 4 straight lines, that have end points near each other with proper gradients is a diamond or square. One (or more) curves with sufficient points/gradients (with a common focal point) makes a complete circle).
Note: Using an image pyramid can improve algorithm performance, both in terms of results and speed.
This technique (Steps 1-4) would get the job done for well defined shapes, and also could detect shapes that are drawn less than perfectly, and could handle slightly disconnected lines (if needed).
Note: With some machine learning techniques (mentioned by other posters), it could be helpful/important to have good "classifiers" to basically break the problem down into smaller parts/components, so then a decider further down the chain could use to better understand/"see" the objects. I think machine learning might be a little heavy-handed for this question, but still could produce reasonable results. PCA(face detection) could potentially work too.

Correct Pixel Processing Logic for DICOM JPEG(RGB) for Applying Window Width and Level Filter

I am trying to apply widow width and level filter to JPEG Image which I extracted from DICOM file.
Here is logic I use to process Each Channel of RGB Image fore example I manipulate Red Channel Like below code in Render-Script in android
Example code where I shown how I manipulate Red Channel of Image.
(I do same for Green and Blue Channels)
It does manipulate the JPEG Image Widow Width and Level but not sure if its correct way to manipulate DICOM JPEGS if some body know correct way to manipulate RGB JPEGS Window Width and Level with correct pixel processing math please help me as Its result some what (20%) differs from Windows Based DicomViewers ( I know Window Level and Width is for Monochrome Images Only but Some DicomViewers Such as "ShowCase" they do apply such filters on RGB )
displayMin = (windowLevel- windowWidth/2);
displayMax = (windowLevel+ windowWidth/2);
/*Manipulate Red Channel */
if(current.r < displayMin)
{
current.r = 0;
}
else if(current.r > displayMax)
{
current.r = 1;
}
Your current approach simply truncates the input data to fit the window, which can certainly be useful. However, it doesn't really let you see see the benefit of the window/level, particularly on images greater than 8bpp, because it doesn't enhance any of the details.
You'd typically want to remap the windowed input range (displayMin to displayMax) onto the output range (0 to 1) in some way. I don't think there is a definitive 'correct' approach, although here's a simple linear mapping that I find useful:
if (current.r <= displayMin || displayMin == displayMax)
{
current.r = 0;
}
else if (current.r >= displayMax)
{
current.r = 1;
}
else
{
current.r = (current.r - displayMin) / (displayMax - displayMin);
}
What that's doing is simply taking your restricted window, and expanding it to use the entire colour-space. You can think of it like zooming-in on the details.
(The displayMin == displayMax condition is simply guarding against division-by-zero.)

Android GPS for a Square region

I would like to use Androids Gps to as a access point on my app. Meaning if a user isn't with in a square. how do I get Android to accept between (for example: Longitude and Latitude) 50.000 - 65.010 (with 50.00, 50.00 as my Center point or Tower). Now because I want to cover a a 4 block radius how to I get android to accept values only between C to G for both gps values. I guess I want to prevent users from using application outside of city, state, neighborhood ... a square area. So far I am successful in using Gps as a login but I am stuck at hard coded locations:
if(username.getText().toString().length() > 0 && password.getText().toString().length() > 0 ) {
//------------------------------------Username below -------------------------------------Password below ---//
if(username.getText().toString().contains("XX.408") && password.getText().toString().contains("-XX.") ) {
Any input on how I can cover a Square are would be very Thankful. Thanks in advance.
Use rectange.inside(Point).
Set origin of rectangle to SW corner (x=longitude, y =latitude)
Set width to longitudinal difference.
Set height to latitudinal difference.

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