Im trying to create a thumbnail from a jpg image using PythonMagick:
img.quality(90)
# TODO set the sampling algo e.g. bilinear
img.sample(Geometry(scaledWid, scaledHei))
img.crop(Geometry(THUMBNAIL_WID-1, THUMBNAIL_HEI-1,cropLeft, cropTop))
img.write(destFilePath)
How do I set the sampling algo to be used? I believe right now it is using nearest neighbor which kinda looks ugly.
The resizing filter is set via a property on the image set before calling .resize() or, I imagine, .sample().
The property is .filterType() and is set from one of the enumerated values on PythonMagick.FilterTypes - which is the same list as the Magick++ FilterTypes.
(NB. There is never any documentation for PythonMagick, but as it's essentially just a wrapper for Magick++, just use the API documentation for that.)
So try (untested, I don't use Python):
img.quality(90)
img.filterType(PythonMagick.FilterTypes.SincFilter)
img.sample(Geometry(scaledWid, scaledHei))
img.crop(Geometry(THUMBNAIL_WID-1, THUMBNAIL_HEI-1,cropLeft, cropTop))
img.write(destFilePath)
Note the default filter is usually LanczosFilter, or at least it is supposed to be, which is pretty good.
Related
Does anybody knows how to create/apply grunge or vintage-worn filters? I'm creating an iOS app to apply filters to photos, just for fun and to learn more about CIImage. Now, I'm using Core-Image to apply CIGaussianBlur, CIGloom, and the like through commands such as ciFilter.setValue(value, forKey:key) and corresponding commands.
So far, core image filters such as blur, color adjustment, sharpen , stylize work OK. But I'd like to learn how to apply one of those grunge, vintage-worn effects available in other photo editing apps, something like this:
Does anybody knows how to create/apply those kind of filters?
Thanks!!!
You have two options.
(1) Use "canned" filters in a chain. If the output of one filter is the input of the next, code things that way. It won't waste any resources until you actually call for output.
(2) Write your own kernel code. It can be a color kernel that mutates a single pixel independently, a warp kernel that checks the values of a pixel and it's surrounding ones to generate the output pixel, or a general kernel that isn't optimized like the last two. Either way, you can use GLSL pretty much for the code (it's pretty much C language for the GPU).
Okay, there's a third option - a combination of the two above options. Also, in iOS 11 and above, you can write kernels using Metal 2.
I'm working with openCV and I'm a newbie in this field. I'm researching about Camshift. I want to extend this method by using multiple histograms. It means when tracking an object has many than one apperance (ex: rubik cube with six apperance), if we use only one histogram, Camshift will most likely fail.
I know calcHist function in openCV (http://docs.opencv.org/modules/imgproc/doc/histograms.html#calchist) has a parameter is "accumulate", but I don't know how to use and when to use (apply for camshiftdemo.cpp in opencv samples folder). This function can help me solve this problem? Or I have to use difference solution?
I have an idea, that is: create an array histogram for object, for every appearance condition that strongly varies in color, we pre-compute and store all to this array. But when we compute new histogram? It means that the pre-condition to start compute new histogram is what?
And what happend if I have to track multiple object has same color?
Everybody please help me. Thank you so much!
I want to get the properly rendered projection result from a Stage3D framework that presents something of a 'gray box' interface via its API. It is gray rather than black because I can see this critical snippet of source code:
matrix3D.copyFrom (renderable.getRenderSceneTransform (camera));
matrix3D.append (viewProjection);
The projection rendering technique that perfectly suits my needs comes from a helpful tutorial that works directly with AGAL rather than any particular framework. Its comparable rendering logic snippet looks like this:
cube.mat.copyToMatrix3D (drawMatrix);
drawMatrix.prepend (worldToClip);
So, I believe the correct, general summary of what is going on here is that both pieces of code are setting up the proper combined matrix to be sent to the Vertex Shader where that matrix will be a parameter to the m44 AGAL operation. The general description is that the combined matrix will take us from Object Local Space through Camera View Space to Screen or Clipping Space.
My problem can be summarized as arising from my ignorance of proper matrix operations. I believe my failed attempt to merge the two environments arises precisely because the semantics of prepending one matrix to another is not, and is never intended to be, equivalent to appending that matrix to the other. My request, then, can be summarized in this way. Because I have no control over the calling sequence that the framework will issue, e.g., I must live with an append operation, I can only try to fix things on the side where I prepare the matrix which is to be appended. That code is not black-boxed, but it is too complex for me to know how to change it so that it would meet the interface requirements posed by the framework.
Is there some sequence of inversions, transformations or other manuevers which would let me modify a viewProjection matrix that was designed to be prepended, so that it will turn out right when it is, instead, appended to the Object's World Space coordinates?
I am providing an answer more out of desperation than sure understanding, and still hope I will receive a better answer from those more knowledgeable. From Dunn and Parberry's "3D Math Primer" I learned that "transposing the product of two matrices is the same as taking the product of their transposes in reverse order."
Without being able to understand how to enter text involving superscripts, I am not sure if I can reduce my approach to a helpful mathematical formulation, so I will invent a syntax using functional notation. The equivalency noted by Dunn and Parberry would be something like:
AB = transpose (B) x transpose (A)
That comes close to solving my problem, which problem, to restate, is really just a problem arising out of the fact that I cannot control the behavior of the internal matrix operations in the framework package. I can, however, perform appropriate matrix operations on either side of the workflow from local object coordinates to those required by the GPU Vertex Shader.
I have not completed the test of my solution, which requires the final step to be taken in the AGAL shader, but I have been able to confirm in AS3 that the last 'un-transform' does yield exactly the same combined raw data as the example from the author of the camera with the desired lens properties whose implementation involves prepending rather than appending.
BA = transpose (transpose (A) x transpose (B))
I have also not yet tested to see if these extra calculations are so processing intensive as to reduce my application frame rate beyond what is acceptable, but am pleased at least to be able to confirm that the computations yield the same result.
I'm trying to reduce the calculation time of my stitching algorithm. I got some images which I want to stitch in a defined order but it seems like cv::stitcher.stitch() function tries to stitch every image with every other image.
I feel like I might find the solution in the parameters of OpenCV Stitcher. If not maybe I have to modify the function or try something else to reduce calculation time. But since I'm pretty much a beginner, I don't know how. I know that using GPU might be a possibility but I just don't get CUDA running on Ubuntu at the moment.
It would be great if you could give me some advice!
Parameters for OpenCV Stitcher module:
Stitcher Stitcher::createDefault(bool try_use_gpu) {
Stitcher stitcher;
stitcher.setRegistrationResol(0.6);
stitcher.setSeamEstimationResol(0.1);
stitcher.setCompositingResol(ORIG_RESOL);
stitcher.setPanoConfidenceThresh(1);
stitcher.setWaveCorrection(true);
stitcher.setWaveCorrectKind(detail::WAVE_CORRECT_HORIZ);
stitcher.setFeaturesMatcher(new detail::BestOf2NearestMatcher(try_use_gpu));
stitcher.setBundleAdjuster(new detail::BundleAdjusterRay());
from stitcher.cpp:
https://code.ros.org/trac/opencv/browser/trunk/opencv/modules/stitching/src/stitcher.cpp?rev=7244
I want to stitch in a defined order but it seems like
cv::stitcher.stitch() function tries to stitch every image with every
other image.
cv::stitcher does not have a parameter to fulfil your requirement.
However, in the stitching_detailed.cpp sample you have the --rangewidth parameter. By setting it to 1, the algorithm will only consider adjacent image pairs (e.g. for pair 1-2 matches would be computed but not for pair 1-3)
I've been doing some image processing and i noticed that when i call a Mathematica function like GaussianFilter it returns an image of type "Real" even though the image i passed was of type "Byte" which causes a huge increase in memory usage.
I'm aware i can change the type of the image after the call using Image[img,"Byte"] but that is just tedious and processing overhead.
So is there a way to tell Mathematica not to change the type?
If Mma does not change the image type, you may get unexpected results. Consider (as a limit case) the binarized image of Lena:
BTW, anyone who used Lena as an example should read these two articles:
http://www.ecogito.net/articles/lena.html
http://www-2.cs.cmu.edu/~chuck/lennapg/lenna_visit.html
And optionally this one, of historical interest (not much to read, though):
(NSFW)http://www.lenna.org/full/len_full.html