I have an image that looks like this:
This is for the game Settlers of Catan. I want to parse this image to gather 3 pieces of info about each tile. 1. What resource it is 2. What number is associated with it 3. What neighbors it has. For example, know that the first one is green (forrest) with a 6, the next is wheat with a 5, the next is ore with a 9, and so on... I'm not sure what to use in opencv. I was thinking templateMatch but sometimes the pieces are with a different orientation (rotated).
In this board, the spots outlined in black are rotated.
The board will always have a set number of tiles. Meaning there will always 4 forrests, 4 wheats, 3 ores, etc...
Any direction on what I should do will be greatly appreciated.
Related
Lets suppose in R-Tree we can hold maximum 4 elements in a leaf. Does it makes impossible to index more than 4 objects having common overlapping part? See the picture: all the 5 objects share the region covered by object 5. In R+-Tree internal nodes cannot overlap, so 4-leafs-R+-tree cannot have such a node that covers object 5 correctly. Is that correct? How this is handled in real GIS systems where many objects may have massively intersecting MBRs (Minimum Bounding Rect)? (The simplest idea is to have enough leaf capacity).
Let bounding boxes overlap - that's the key idea of r-trees. If you do that everything works fine, but for some reason it bothers people.
I've been trying to work on a small hobby project that involves plotting players' positions from a game onto a heatmap, to see where the most active areas are at various points in time.
I'm a bit new to OpenCV and its tools, but I've managed to successfully run some text matching and extraction on the scoreboard and timers in the game, now trying to take the characters' positions from the in-game minimap.
It looks like this, which is the biggest resolution image I'm able to get with (about 185x185):
I'm trying to obtain the positions of only two things: the characters (big circles) and "wards", which are represented by these icons:
So given the assets to them, I thought that because there was too much "noise" in the source image, I'd try to subtract the background of in game minimap from its image, and then try to pattern match the original character and ward image with the resulting image together (which is meant to be the minimap, minus its background). But that didn't even get close to working as you can see:
> >
Even if that did work, I wouldn't be really sure how to handle cases where the icons are partially covering each other, or how I could obtain the positions of those little ward markers.
I'd really appreciate some help, as I've been searching the Internet and banging my head for a few days and haven't gotten anywhere. I've tried a bunch of difference techniques, read guides and articles, and tried a few GUI tools to experiment with but haven't gotten any closer to a method to work this out.
Please help me with what techniques I could or should be using instead, to get the locations of all the characters and wards.
I'm not an OpenCV user, but I can speak to some general problems.
First and foremost, you goofed in subtracting the background map. It appears that you did a straight, arithmetic subtraction of the map's RGB values. For instance, the blue-team icons in the lower-left corner are roughly #99FFFF, and you're subtracting the grayish background of maybe #D0D0FF. This leaves you with #002F00, a very dark green.
Also note that you're subtracting the original map, not the part that shows. Paths beyond view are shaded, but you appear to subtract the original value.
What you need to subtract is a masked background. Unfortunately, building that mask means that you have to find the icons. Masking won't work well at this stage.
Back to the subtraction: don't just blindly subtract. Rather, look for a match in hue. When you find a hue match, simply set that pixel to 0. You have two special cases to watch: icons on the background of their own colour, especially for the blue team. In this case, you need to define the region boundaries.
Start from a pixel that's an exact match to the original background. It won't be shaded, since all such problem pixels are in plain sight of an icon. Expand from that pixel so long as you have the exact match to the original background colour. That will give you the region you can blank out.
Your next problem is to identify icons. You should now have a map with only icons, many of which are fully revealed. Those are easy matches; identify and subtract them, one key icon at a time.
You now have a map of partial icons. Switch the match algorithm: a key icon is now a match to either the exact color, or to black (indicating it was previously covered). Iterate until you have no more matches.
This does still leave you with one problem: an icon that no longer has enough pixels showing to identify. These will be icons that were either entirely covered, or covered except for a small portion that is not unique, such as a few pixels of a red circular border.
For this, a general approach is to keep track of game progress to a small extent: from an earlier time, you know where the icon used to be. Track each icon as a software object. If other icons cover it, assume it's still there until you discover otherwise.
This will handle most cases. You'll still have some problems with minions or sensors that get shot out from underneath a legend's icon, but I trust that your heat map application is not so fragile as to take modelling damage from that situation. The legend will move soon enough, revealing the small item's death. A moving minion isn't covered by a legend for long; they don't move with the same intelligence.
I hope you all can help with this. I'm working on app of a board game. I have hex shaped tiles which are called randomly and laid out at the start of the game. Each of these tiles has four sides with a value of 1 and the other two sides have values of 2 and 3.
Each tile is a SKSpriteNode with transparent rectangle Nodes on the edges. There are 5 different types of tiles and they need to be separate Sprites with child nodes because in addition to being randomly laid out they area also randomly rotated. So I need to know programmatically which tile edges are touching which edges of other tiles.
Like this:
https://app.box.com/s/nnym97st3xmrsx979zchowdq1qwsmpoo
(I tried to post an image of what I'm trying to accomplish, but apparently I don't have a high enough of a rating.) ;-)
For example: If a "2" is touching a "3", etc.
I first tried Collision detection, but of course that only works with dynamic, moving objects.
I tried an IF statement to compare if the other nodes were touching and then remembered that the coordinates where specific to the Parent Node, so that didn't work.
I then tried intersectsNode, but that seems to only work with nodes under the same parent.
I am currently working with convertPoint in order to get the coordinates to match the scene and thus be comparable. But I can't seem to get it work the way I need.
There must be something simple that I am not seeing. Any ideas?
Certainly not simple.
One solution would be to start all your shapes slightly spaced out from each other. Add invisible child nodes with physics bodies to all six sides and give each physics body an appropriate category based on their rating (1, 2 or 3).
When you start the game, move all the outer nodes into their proper position (sides touching) by using whatever movement method your prefer. This will give you contact messages as each hex side touches another. The contact messages will tell you what side number is touching its neighbor.
The exact coding of this idea depends on your current code, game play, etc...
Ok, I'm not quite sure if this is something I can ask here so no need to shoot me down. Just tell me and i'll delete the question :)
I had this idea of making my own clock using a touch screen and program it myself.
While thinking about this I thought of all these different styles to show the current time.
Of all the styles I came up with there was one that I found the most fun which is a clock displaying the time Rorschach style. And no not just a random smudge and guess what time it is but more like Rorschach in watchmen.
He has a mask with inkblots that constantly change shape (really cool if you ask me).
So what I had in mind is inkblots that change shape according to the digit it represents.
When the time changes
12:49:58 -> 12:49:59 the 2nd second digit will transform from 8 -> 9.
So now back to the original problem:
Before attempting to get this type of clock running I want to try to give a blob a certain shape and make it transform into another shape.
I searched on google but without any luck so I was hoping there was someone here that could point me in the right direction for making a random blob and transform it into another shape in an animation.
For example:
Draw square -> animate to circle
Any tips and tricks are welcome :)
In order to get the most simpliest animation of digit transformation you could store all posible digits in one image (verticaly) and then only partially show that image in your component. So when you want to do transformation between one digit to another you simply slide the image up and down.
Now if you are using FireMonkey you could create a 3D viewport and inside it create a cylindical object onto which will you render your texture with digits. So now you only rotate the cilinder in order to show the corect digit.
I would like to create ink splash lines using OpenGL.
Basically I want to "render" to texture, so that I can use this textures later.
The variation I need in the line is giving by an array of values. For example,
assuming an horizontal line is required i would have an array like this:
8 7 4 2 2 2 3 4 5 6 8 9
And the result would be a line similar to a brush stroke in where higher values
represent "more ink" at that area, thus looking fatter, and smaller values looking
slimmer.
I need to make this iPhone compatible so I have to use OpenGL ES 2.0, but I'm a bit
lost to what technique I should be using. I thought that perhaps using a sprite and
drawing it multiple times on a random position (like a rain of dots) that would vary
in with if the number is big?
Ive read several papers and they do show the results i want to get but they don't talk
much about the rendering part, or how they are showing this type of drawing.
This is an example of the effect I want to achieve, the only difference is that i would
like the "splashes" to be continuous (no white between them)
Unlike the image shown, direction is not needed, since it will be drawn for a texture to
be used. It should always be horizontal in a given area (256x64) for example.