How to select a triangle in XNA? - xna

I have a triangle with a transparent background (png image) I want its color to change when selecting it.
The point is that the color should change only when touching the non-transparent part of the image.
This should be working when the image is scaled..
Any ideas please?
Thanks...

Since you do not know the exact size/shape of the triangle, you'll need to use Per-Pixel collision detection. The App Hub has a tutorial for that. It even works with scaled/rotated objects.
Hope it helps!

Related

Cropping image By selecting Object and color matching

We are developing an app where we need to crop an image according to the selecting object area. User will draw a line and we need to select the object and crop it .This crop need to be like the app: YourMoji
So far we have tried to get the color of the pixels along the line and then comparing those with the color of every pixel in the image and making a path from it to clip the image. But the almost going no where.
Is it possible through this way to crop an image or we are going in the wrong way? Can anyone provide a way to do this Or suggest a way to modify the way we have worked so far? Any advice and suggestions will be greatly appreciated!
Thanks in advance.
I guess what you want is the image segmentation algorithm called Graph Cut.
Here are two Github repositories, hope these would help:
GraphCut
GrabCutIOS
I'm not exactly clued up on image manipulation, but the first algorithm that comes to mind is something like this:
Take the average of the pixels in the line (as you have)
Since you appear to want faces, you might want to weight reds and blues over green. Not much green in faces of any skin tone.
For each pixel, if the colour is within a given threshold outside of your selected average, remove it / make transparent.
Perhaps the closer to the original line (or centroid), the less strict the threshold becomes.
I'd then provide the user with some tools for:
Sensitivity: how large the threshold is
Eraser: to remove parts of the image that your algorithm missed
Paintbrush: to replace parts of the image that your algorithm incorrectly removed.

Detect blurred part of an image

I have an image in the image view. When user taps on the image, it makes a part of the image blur. This part is working fine (as expected). But, if the part if already blurred then I do not want it to be blurred further. Can you give me a clue on how it can be achieved ? Consider any general image.
Either keep the original image and the blurred image separately as Alexander suggests, or keep a mask that lets you track what parts of the image have already been blurred, and mask away the already-blurred areas before applying your blur filter again.
Does the image have to blur by being touched or can it just look like it is? What if you loaded the original image on top of a blurred version of the image and erased the top layer on touch? Kind of renders your blurring function useless though.
It's a pretty hacky way to do it, but unless you want to keep track of a list of every pixel that was altered like Alexander said, I can't think of another way. That way you can just apply the blur to the already unaffected ones.

How to do Water color painting in iOS using CoreGraphics? [duplicate]

I have been working with OpenGL in iOS, and setting the colors with glColor4f(r,g,b,a) and then drawing my own color on a white UIImageView. I basically have a brush, which is then moved around my user's touch, and then it paints the color onto the canvas. But this color needs to be water paint (like smudged color)
Does anyone understand/knows how to get a water color like this app does, and how the background UIImageView has a texture on it?
https://itunes.apple.com/us/app/hello-watercolor/id539414526?mt=8
or checkout water paint in this. http://www.fiftythree.com/paper
I created a bounty on this as I am really having a hard time to grasp how to derive such smooth flowing colors out of the normal colors. Even if you guys point me in the right direction, or to some sample code on how I can get the effect of water-paint, it would be really helpful ^_^
And as a bonus, it would be also be helpful if you can point out to me how to get canvas on which it is painted on looks realistic, and blended with the paint? Does Blending/GLSL have to do with any of this?
Is there any sample project on this?
If you are still struggling with the basics of getting realistic looking water colors working, you may want to experiment/prototype in photoshop first.
http://www.zoepiel.com/tutorials/watercolor/ shows some very effective tricks for creating watercolor images with simple tools.
The most interesting one is to multiply a group of watercolor layers with a greyscale watercolor paper image. The texture of the paper makes some parts remain white, and other parts saturate with color, just like real watercolor.
Each layer remains 'wet' in the sense that the colors within it blend, but the layers are 'dry' with respect to each other.
She also explains some of her brush and blur settings and shows what they do.
Once you can produce the desired effect in photoshop, you'll have clear specifications of what you want to do and you'll be quite a bit closer to programming it out.
Looking at the examples you posted, it looks like they are using a simple Gaussian Blur with a radius of double your brush size. This may be an incomplete solution, but it's at least the first level.

How to modify the image color after two images

I have two face images. I can map one face images onto the other one.
However, the generated image is not good. How can I refined the color and
light on the face region ?
You could try doing a histogram match to the original face. You wont be able to recreate the shadow effects that way, but you might be able to match the skin tone.
Hope this links will be helpful:
1) Image recoloring
2) Face relighting

Render water-paint in iOS

I have been working with OpenGL in iOS, and setting the colors with glColor4f(r,g,b,a) and then drawing my own color on a white UIImageView. I basically have a brush, which is then moved around my user's touch, and then it paints the color onto the canvas. But this color needs to be water paint (like smudged color)
Does anyone understand/knows how to get a water color like this app does, and how the background UIImageView has a texture on it?
https://itunes.apple.com/us/app/hello-watercolor/id539414526?mt=8
or checkout water paint in this. http://www.fiftythree.com/paper
I created a bounty on this as I am really having a hard time to grasp how to derive such smooth flowing colors out of the normal colors. Even if you guys point me in the right direction, or to some sample code on how I can get the effect of water-paint, it would be really helpful ^_^
And as a bonus, it would be also be helpful if you can point out to me how to get canvas on which it is painted on looks realistic, and blended with the paint? Does Blending/GLSL have to do with any of this?
Is there any sample project on this?
If you are still struggling with the basics of getting realistic looking water colors working, you may want to experiment/prototype in photoshop first.
http://www.zoepiel.com/tutorials/watercolor/ shows some very effective tricks for creating watercolor images with simple tools.
The most interesting one is to multiply a group of watercolor layers with a greyscale watercolor paper image. The texture of the paper makes some parts remain white, and other parts saturate with color, just like real watercolor.
Each layer remains 'wet' in the sense that the colors within it blend, but the layers are 'dry' with respect to each other.
She also explains some of her brush and blur settings and shows what they do.
Once you can produce the desired effect in photoshop, you'll have clear specifications of what you want to do and you'll be quite a bit closer to programming it out.
Looking at the examples you posted, it looks like they are using a simple Gaussian Blur with a radius of double your brush size. This may be an incomplete solution, but it's at least the first level.

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