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  • Matab - Trace contour line between two different points

    - by Graham
    Hi, I have a set of points represented as a 2 row by n column matrix. These points make up a connected boundary or edge. I require a function that traces this contour from a start point P1 and stop at an end point P2. It also needs to be able trace the contour in a clockwise or anti-clockwise direction. I was wondering if this can be achieved by using some of matlabs functions. I have tried to write my own function but this was riddled with bugs and I have also tried using bwtraceboundary and indexing however this has problematic results as the points within the matrix are not in the order that create the contour. Thank you in advance for any help. Btw, I have included a link to a plot of the set of points. It is half the outline of a hand. The function would ideally trace the contour from ether the red star to the green triangle. Returning the points in order of traversal.

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  • Matplotlib Contour Clabel Location

    - by jotimaz
    I would like to control the location of matplotlib clabels on a contour plot, but without utilizing the manual=True flag in clabel. For example, I would like to specify an x-coordinate, and have labels created at the points that pass through this line. I see that you can get the location of the individual labels using get_position(), but I am stuck at that. Any help would be greatly appreciated. Thanks! EDIT: The above image is an example plot that I would like to apply this method to. The default label positions are inconvenient -- the flat areas between Day 2 and Day 4 would be more visually appealing.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance.

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  • Draw contour around object in Opengl

    - by Maciekp
    I need to draw contour around 2d objects in 3d space. I tried drawing lines around object(+points to fill the gap), but due to line width, some part of it(~50%) was covering object. I tried to use stencil buffer, to eliminate this problem, but I got sth like this(contour is green): http://goo.gl/OI5uc (sorry I can't post images, due to my reputation) You can see(where arrow points), that some parts of line are behind object, and some are above. This changes when I move camera, but always there is some part, that is covering it. Here is code, that I use for drawing object: glColorMask(1,1,1,1); std::list<CObjectOnScene*>::iterator objIter=ptr->objects.begin(),objEnd=ptr->objects.end(); int countStencilBit=1; while(objIter!=objEnd) { glColorMask(1,1,1,1); glStencilFunc(GL_ALWAYS,countStencilBit,countStencilBit); glStencilOp(GL_REPLACE,GL_KEEP,GL_REPLACE ); (*objIter)->DrawYourVertices(); glStencilFunc(GL_NOTEQUAL,countStencilBit,countStencilBit); glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); (*objIter)->DrawYourBorder(); ++objIter; ++countStencilBit; } I've tried different settings of stencil buffer, but always I was getting sth like that. Here is question: 1.Am I setting stencil buffer wrong? 2. Are there any other simple ways to create contour on such objects? Thanks in advance. EDIT: 1. I don't have normals of objects. 2. Object can be concave. 3. I can't use shaders(see below why).

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  • How can a code editor effectively hint at code nesting level - without using indentation?

    - by pgfearo
    I've written an XML text editor that provides 2 view options for the same XML text, one indented (virtually), the other left-justified. The motivation for the left-justified view is to help users 'see' the whitespace characters they're using for indentation of plain-text or XPath code without interference from indentation that is an automated side-effect of the XML context. I want to provide visual clues (in the non-editable part of the editor) for the left-justified mode that will help the user, but without getting too elaborate. I tried just using connecting lines, but that seemed too busy. The best I've come up with so far is shown in a mocked up screenshot of the editor below, but I'm seeking better/simpler alternatives (that don't require too much code). [Edit] Taking the heatmap idea (from: @jimp) I get this and 3 alternatives - labelled a, b and c: The following section describes the accepted answer as a proposal, bringing together ideas from a number of other answers and comments. As this question is now community wiki, please feel free to update this. NestView The name for this idea which provides a visual method to improve the readability of nested code without using indentation. Contour Lines The name for the differently shaded lines within the NestView The image above shows the NestView used to help visualise an XML snippet. Though XML is used for this illustration, any other code syntax that uses nesting could have been used for this illustration. An Overview: The contour lines are shaded (as in a heatmap) to convey nesting level The contour lines are angled to show when a nesting level is being either opened or closed. A contour line links the start of a nesting level to the corresponding end. The combined width of contour lines give a visual impression of nesting level, in addition to the heatmap. The width of the NestView may be manually resizable, but should not change as the code changes. Contour lines can either be compressed or truncated to keep acheive this. Blank lines are sometimes used code to break up text into more digestable chunks. Such lines could trigger special behaviour in the NestView. For example the heatmap could be reset or a background color contour line used, or both. One or more contour lines associated with the currently selected code can be highlighted. The contour line associated with the selected code level would be emphasized the most, but other contour lines could also 'light up' in addition to help highlight the containing nested group Different behaviors (such as code folding or code selection) can be associated with clicking/double-clicking on a Contour Line. Different parts of a contour line (leading, middle or trailing edge) may have different dynamic behaviors associated. Tooltips can be shown on a mouse hover event over a contour line The NestView is updated continously as the code is edited. Where nesting is not well-balanced assumptions can be made where the nesting level should end, but the associated temporary contour lines must be highlighted in some way as a warning. Drag and drop behaviors of Contour Lines can be supported. Behaviour may vary according to the part of the contour line being dragged. Features commonly found in the left margin such as line numbering and colour highlighting for errors and change state could overlay the NestView. Additional Functionality The proposal addresses a range of additional issues - many are outside the scope of the original question, but a useful side-effect. Visually linking the start and end of a nested region The contour lines connect the start and end of each nested level Highlighting the context of the currently selected line As code is selected, the associated nest-level in the NestView can be highlighted Differentiating between code regions at the same nesting level In the case of XML different hues could be used for different namespaces. Programming languages (such as c#) support named regions that could be used in a similar way. Dividing areas within a nesting area into different visual blocks Extra lines are often inserted into code to aid readability. Such empty lines could be used to reset the saturation level of the NestView's contour lines. Multi-Column Code View Code without indentation makes the use of a multi-column view more effective because word-wrap or horizontal scrolling is less likely to be required. In this view, once code has reach the bottom of one column, it flows into the next one: Usage beyond merely providing a visual aid As proposed in the overview, the NestView could provide a range of editing and selection features which would be broadly in line with what is expected from a TreeView control. The key difference is that a typical TreeView node has 2 parts: an expander and the node icon. A NestView contour line can have as many as 3 parts: an opener (sloping), a connector (vertical) and a close (sloping). On Indentation The NestView presented alongside non-indented code complements, but is unlikely to replace, the conventional indented code view. It's likely that any solutions adopting a NestView, will provide a method to switch seamlessly between indented and non-indented code views without affecting any of the code text itself - including whitespace characters. One technique for the indented view would be 'Virtual Formatting' - where a dynamic left-margin is used in lieu of tab or space characters. The same nesting-level data used to dynamically render the NestView could also used for the more conventional-looking indented view. Printing Indentation will be important for the readability of printed code. Here, the absence of tab/space characters and a dynamic left-margin means that the text can wrap at the right-margin and still maintain the integrity of the indented view. Line numbers can be used as visual markers that indicate where code is word-wrapped and also the exact position of indentation: Screen Real-Estate: Flat Vs Indented Addressing the question of whether the NestView uses up valuable screen real-estate: Contour lines work well with a width the same as the code editor's character width. A NestView width of 12 character widths can therefore accommodate 12 levels of nesting before contour lines are truncated/compressed. If an indented view uses 3 character-widths for each nesting level then space is saved until nesting reaches 4 levels of nesting, after this nesting level the flat view has a space-saving advantage that increases with each nesting level. Note: A minimum indentation of 4 character widths is often recommended for code, however XML often manages with less. Also, Virtual Formatting permits less indentation to be used because there's no risk of alignment issues A comparison of the 2 views is shown below: Based on the above, its probably fair to conclude that view style choice will be based on factors other than screen real-estate. The one exception is where screen space is at a premium, for example on a Netbook/Tablet or when multiple code windows are open. In these cases, the resizable NestView would seem to be a clear winner. Use Cases Examples of real-world examples where NestView may be a useful option: Where screen real-estate is at a premium a. On devices such as tablets, notepads and smartphones b. When showing code on websites c. When multiple code windows need to be visible on the desktop simultaneously Where consistent whitespace indentation of text within code is a priority For reviewing deeply nested code. For example where sub-languages (e.g. Linq in C# or XPath in XSLT) might cause high levels of nesting. Accessibility Resizing and color options must be provided to aid those with visual impairments, and also to suit environmental conditions and personal preferences: Compatability of edited code with other systems A solution incorporating a NestView option should ideally be capable of stripping leading tab and space characters (identified as only having a formatting role) from imported code. Then, once stripped, the code could be rendered neatly in both the left-justified and indented views without change. For many users relying on systems such as merging and diff tools that are not whitespace-aware this will be a major concern (if not a complete show-stopper). Other Works: Visualisation of Overlapping Markup Published research by Wendell Piez, dated from 2004, addresses the issue of the visualisation of overlapping markup, specifically LMNL. This includes SVG graphics with significant similarities to the NestView proposal, as such, they are acknowledged here. The visual differences are clear in the images (below), the key functional distinction is that NestView is intended only for well-nested XML or code, whereas Wendell Piez's graphics are designed to represent overlapped nesting. The graphics above were reproduced - with kind permission - from http://www.piez.org Sources: Towards Hermenutic Markup Half-steps toward LMNL

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  • Plotting 3-tuple data points in a surface / contour plot using matplotlib

    - by morpheous
    I have some surface data that is generated by an external program as XYZ values. I want to create the following graphs, using matplotlib: Surface plot Contour plot Contour plot overlayed with a surface plot I have looked at several examples for plotting surfaces and contours in matplotlib - however, the Z values seems to be a function of X and Y i.e. Y ~ f(X,Y). I assume that I will somehow need to transform my Y variables, but I have not seen any example yet, that shows how to do this. So, my question is this: given a set of (X,Y,Z) points, how may I generate Surface and contour plots from that data? BTW, just to clarify, I do NOT want to create scatter plots. Also although I mentioned matplotlib in the title, I am not averse to using rpy(2), if that will allow me to create these charts.

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  • Can IDL create a contour plot colorbar like this?

    - by Carthage
    At the bottom of this image, you'll see a nice colorbar that matches the colors of the graph correctly: http://stribog.cc.umanitoba.ca/ceos/20100517_00z_prod/ I couldn't find anything that created a color bar with exactly the colors I wanted, it always seemed to involve a spectrum that included colors I didn't use. I have a vector of colors I use for my data. Is there I way I can use that vector to create a color bar with only those colors?

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  • Transform shape built of contour splines to simple polygons

    - by Cheery
    I've dumped glyphs from truetype file so I can play with them. They have shape contours that consist from quadratic bezier curves and lines. I want to output triangles for such shapes so I can visualize them for the user. Traditionally I might use libfreetype or scan-rasterise this kind of contours. But I want to produce extruded 3D meshes from the fonts and make other distortions with them. So, how to polygonise shapes consisting from quadratic bezier curves and lines? There's many contours that form the shape together. Some contours are additive and others are subtractive. The contours are never open. They form a loop. (Actually, I get only contour vertices from ttf glyphs, those vertices define whether they are part of the curve or not. Even though it is easy to decompose these into bezier curves and lines, knowing the data is represented this way may be helpful for polygonizing the contours to triangles)

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  • Dealing with sequences in OpenCV?

    - by Farhad
    I have 2 sequences. One (lets call this cvSeq x), which contains a number of contours (derived from cvFindContours) and a second (lets call this cvSeq y) which I have used cvCreateSeq upon, but doesn't actually have anything in it. I am looping through all the contours in x, and if a contour meets specific criteria, I add it to y. I am able to do the looping, but I don't know how to add an contour in x to y if it meets the criteria. Does anyone know how to add a contour in a sequence to another sequence (that is empty)? Code examples will be appreciated. PS: cvStartFindContours is not an option.

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  • Contour graphs in JS or PHP ?

    - by vince83000
    Hi everybody, For a web application, I have to make a scientific graph. You can see an example here : http://www.ego-network.org/monitoring/plot_deployment.php?glider=eudoxus&deployment=Cascade&posti=4&postj=scaptemperature_lastweek&pposti=4&ppostj=scaoxygen_lastweek&hchk=&defsct=default_scatter I have 2 coordinates, time and depth, and I want the temperature to be represent by a color, exactly like the example. Someone know how to make this king of graph ? Thanks !

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  • how much time does grid.py take to run ?

    - by trinity
    Hello all , I am using libsvm for binary classification.. I wanted to try grid.py , as it is said to improve results.. I ran this script for five files in separate terminals , and the script has been running for more than 12 hours.. this is the state of my 5 terminals now : [root@localhost tools]# python grid.py sarts_nonarts_feat.txt>grid_arts.txt Warning: empty z range [61.3997:61.3997], adjusting to [60.7857:62.0137] line 2: warning: Cannot contour non grid data. Please use "set dgrid3d". Warning: empty z range [61.3997:61.3997], adjusting to [60.7857:62.0137] line 4: warning: Cannot contour non grid data. Please use "set dgrid3d". [root@localhost tools]# python grid.py sgames_nongames_feat.txt>grid_games.txt Warning: empty z range [64.5867:64.5867], adjusting to [63.9408:65.2326] line 2: warning: Cannot contour non grid data. Please use "set dgrid3d". Warning: empty z range [64.5867:64.5867], adjusting to [63.9408:65.2326] line 4: warning: Cannot contour non grid data. Please use "set dgrid3d". [root@localhost tools]# python grid.py sref_nonref_feat.txt>grid_ref.txt Warning: empty z range [62.4602:62.4602], adjusting to [61.8356:63.0848] line 2: warning: Cannot contour non grid data. Please use "set dgrid3d". Warning: empty z range [62.4602:62.4602], adjusting to [61.8356:63.0848] line 4: warning: Cannot contour non grid data. Please use "set dgrid3d". [root@localhost tools]# python grid.py sbiz_nonbiz_feat.txt>grid_biz.txt Warning: empty z range [67.9762:67.9762], adjusting to [67.2964:68.656] line 2: warning: Cannot contour non grid data. Please use "set dgrid3d". Warning: empty z range [67.9762:67.9762], adjusting to [67.2964:68.656] line 4: warning: Cannot contour non grid data. Please use "set dgrid3d". [root@localhost tools]# python grid.py snews_nonnews_feat.txt>grid_news.txt Wrong input format at line 494 Traceback (most recent call last): File "grid.py", line 223, in run if rate is None: raise "get no rate" TypeError: exceptions must be classes or instances, not str I had redirected the outputs to files , but those files for now contain nothing.. And , the following files were created : sbiz_nonbiz_feat.txt.out sbiz_nonbiz_feat.txt.png sarts_nonarts_feat.txt.out sarts_nonarts_feat.txt.png sgames_nongames_feat.txt.out sgames_nongames_feat.txt.png sref_nonref_feat.txt.out sref_nonref_feat.txt.png snews_nonnews_feat.txt.out (-- is empty ) There's just one line of information in .out files.. the ".png" files are some GNU PLOTS . But i dont understand what the above GNUplots / warnings convey .. Should i re-run them ? Can anyone please tell me on how much time this script might take if each input file contains about 144000 lines.. Thanks and regards

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  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

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  • Help with GetGlyphOutline function(WinAPI)

    - by user146780
    I want to use this function to get contours and within these contours, I want to get cubic bezier. I think I have to call it with GGO_BEZIER. What puzzles me is how the return buffer works. "A glyph outline is returned as a series of one or more contours defined by a TTPOLYGONHEADER structure followed by one or more curves. Each curve in the contour is defined by a TTPOLYCURVE structure followed by a number of POINTFX data points. POINTFX points are absolute positions, not relative moves. The starting point of a contour is given by the pfxStart member of the TTPOLYGONHEADER structure. The starting point of each curve is the last point of the previous curve or the starting point of the contour. The count of data points in a curve is stored in the cpfx member of TTPOLYCURVE structure. The size of each contour in the buffer, in bytes, is stored in the cb member of TTPOLYGONHEADER structure. Additional curve definitions are packed into the buffer following preceding curves and additional contours are packed into the buffer following preceding contours. The buffer contains as many contours as fit within the buffer returned by GetGlyphOutline." I'm really not sure how to access the contours. I know that I can change a pointer another type of pointer but i'm not sure how I go about getting the contours based on this documentation. Thanks

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Special parameters for texture binding?

    - by user146780
    Do I have to set up my gl context in a certain way to bind textures. I'm following a tutorial. I start by doing: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } void initt(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); engineGL.current.tex = texName; } In my rendering I do: PolygonTesselator.Begin_Contour(); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, current.tex); if(layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size() > 0) { glColor4f( layer[currentlayer].Shapes[i].Color.r, layer[currentlayer].Shapes[i].Color.g, layer[currentlayer].Shapes[i].Color.b, layer[currentlayer].Shapes[i].Color.a); } for(unsigned int j = 0; j < layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size(); ++j) { gluTessVertex(PolygonTesselator.tobj,&layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0], &layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0]); } PolygonTesselator.End_Contour(); } glDisable(GL_TEXTURE_2D); } However it still renders the color and not the texture at all. I'd atleast expect to see black or something but its as if the bind fails. Am I missing something? Thanks

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  • openCV usage cvFindDominantPoints

    - by rsinha
    Hi, Does anyone know how to use the cvFindDominantPoints API of openCV? I basically have a 1 channel, binary image from which I get a set of contours. Judging from the image, I seem to be getting the correct contours. Now, I am selecting one of these contours to get dominant points of. This contour has about 60 vertices. However, the API call to cvFindDominantPoints is giving me a sequence of points (about 15) that does not even lie on the contour. It is quite far from it. Any insight? my usage: CvSeq *dominantpoints = cvFindDominantPoints(targetSeq, tristorage, CV_DOMINANT_IPAN, 7, 9, 9, 150);

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  • Why I get a segmentation fault?

    - by frx08
    Why I get a segmentation fault? int main() { int height, width, step, step_mono, channels; int y, x; char str[15]; uchar *data, *data_mono; CvMemStorage* storage = cvCreateMemStorage(0); CvSeq* contour = 0; CvPoint* p; CvFont font; CvCapture *capture; IplImage *frame = 0, *mono_thres = 0; capture = cvCaptureFromAVI("source.avi"); //capture video if(!cvGrabFrame(capture)) exit(0); frame = cvRetrieveFrame(capture); //capture the first frame from video source cvNamedWindow("Result", 1); while(1){ mono_thres = cvCreateImage(cvGetSize(frame), 8, 1); height = frame -> height; width = frame -> width; step = frame -> widthStep; step_mono = mono_thres -> widthStep; channels = frame -> nChannels; data = (uchar *)frame -> imageData; data_mono = (uchar *)mono_thres -> imageData; //converts the image to a binary highlighting the lightest zone for(y=0;y < height;y++) for(x=0;x < width;x++) data_mono[y*step_mono+x*1+0] = data[y*step+x*channels+0]; cvThreshold(mono_thres, mono_thres, 230, 255, CV_THRESH_BINARY); cvFindContours(mono_thres, storage, &contour, sizeof(CvContour), CV_RETR_CCOMP, CV_CHAIN_APPROX_SIMPLE); //gets the coordinates of the contours and draws a circle and the coordinates in that point p = CV_GET_SEQ_ELEM(CvPoint, contour, 1); cvCircle(frame, *p, 1, CV_RGB(0,0,0), 2); cvInitFont(&font, CV_FONT_HERSHEY_PLAIN, 1.1, 1.1, 0, 1); sprintf(str, "(%d ,%d)", p->x, p->y); cvPutText(frame, str, cvPoint(p->x+5,p->y-5), &font, CV_RGB(0,0,0)); cvShowImage("Result", mono_thres); //next frame if(!cvGrabFrame(capture)) break; frame = cvRetrieveFrame(capture); if((cvWaitKey(10) & 255) == 27) break; } cvReleaseCapture(&capture); cvDestroyWindow("Result"); return 0; }

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  • Visualization of Nelder-Mead algorithm in gnuplot

    - by gorczas
    Hi, does anyone know how I can achieve drawing triangle on level sets of some 3d function (something like on this image in gnuplot? When I tried doing this after reading some tutorials: gnuplot> set border 15 front linetype -1 linewidth 1.000 gnuplot> set logscale z 10 gnuplot> set view map gnuplot> set isosamples 60, 60 gnuplot> unset surface gnuplot> set contour base gnuplot> unset clabel gnuplot> set style data lines gnuplot> set ticslevel 0 gnuplot> set noztics gnuplot> set title "Trwa symulacja" gnuplot> set xlabel "x" gnuplot> set xrange [ * : * ] noreverse nowriteback gnuplot> set ylabel "y" gnuplot> set zlabel "" gnuplot> set yrange [ * : * ] noreverse nowriteback gnuplot> set zrange [ * : * ] noreverse nowriteback gnuplot> splot [-10.5:10.5] [-10.5:10.5] x**2 +y**2 with lines lc rgb "#000000" notitle,\ >'-' with lines notitle input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > -4.80045950473308 -8.66307635892326 98.0933034571172 input data ('e' ends) > -3.56740563691939 3.31903046267993 23.7423461905216 input data ('e' ends) > 5.39703780733842 0.424994542694183 29.3086374551602 input data ('e' ends) > e But I'm still getting warning: "Cannot contour non grid data. Please use "set dgrid3d".".

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  • Screen Scaling Problem

    - by Glenbot3000
    I think this is what it's called but I'm not quite sure tbf, aha. Yeah, so I updated packages last night like I do every night, and when I booted my computer this morning I had a problem whereby the display ran over the edge of the screen. This has been a problem for a while, but I rectified it by changing a setting on the nVidia program, however I think it has been updated to remove said feature as I can't find it anymore. I have no settings on my screen to adjust this either, so I'm sorta stuck without the ~20px around the contour of my screen. It is a problem at all available resolutions. Here's a lil' pic of my problem: https://docs.google.com/file/d/0ByPHeBI8W35GcmZYOThWZ0hGd0k/edit Edit: Probably also worth mentioning the screen was originally detected as "Laptop" in the Display setting and had many resolutions to choose from, however now it's displayed as "OEM" and only has three.

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • Countour Mapping API

    - by Crash
    I have done some searching on Google, but haven't come up with much as of yet. I am wanting to take a set of point data, which I had previously been using to create weighted points for a heat map through the Google API, and turn them into a contour map to overlay on the Google Maps API. I haven't seen anything in Google's code that would let me do this. Does anyone know of a good API to create such an overlay? Or is there possibly something I have overlooked that Google offers?

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