dewarping the fish eye images using android application - java

I am working on android app. Currently my app is used as a viewer for camera.
The camera side handle the fish eye dewarp mode. my app is just used to view the dewarp mode stream.
Now we are looking for a way to implement fish eye dewarping mode and handle on application side in android.
I am totally new into this . I wish to know
is there any library (open or paid) where in i can give the fish eye images and the library gives me the dewarped view mode.
Does Android provide any api to dewarp (flatten image) for fish eye camera ?
I wish to implement an application with android, having a feature to able to dewarp and view the fish eye views from the camera.
any help in this would be great .

OpenCV has fisheyeUndistort method, as well as methods for estimating distortion parameters, consider the manual, this and this.
I don't think so.

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3d effects in android and Iphone

We have a lot of days of research but can't find a solution for the following project. We need to convert a flux project to IOS and android native app. But as flux supports flash scripting it has easily implementing some 3d effects like shadow, emboss gradient etc. Please check the link here for seeing the swf file we have. We need to convert all this features into a native IOS and android app. We have research some area and found that most of the item we can implement except one icon here. The fourth icon have some 3d effects, shadow effects, border, emboss, contour and gradient etc. Can anybody check on this and guide us whether this can be implemented in IOS and android. I am pasting the entire url here again http://projects.zoondia.org/signfabcreator/signCreator.swf. Please check and let me know if this is possible. Let me if this is possible or not. If yes it will be helpful for me if anybody can give me a clue about implementing those in both android and ios
Very interesting! But I'm afraid you have to reimplement all this functionality by yourself. Don't be upset. There are good news for you - OpenGL ES and GLSL are extremely portable. So you can reuse 100% of your shaders. What is even better now you can share the other code too and stay native. Not long ago Intel announced the Multi-OS Engine. It enables you to develop native mobile applications for iOS and Android with Java. There are a bunch of tutorials inside installation package. One of them is especially dedicated to cross-platform OpenGL capabilities. Please check out my OpenGLBox sample.

Using the camera inside an Android app

I want to create an Android app which uses a camera, but I don't want the app to redirect to the default camera app on the device.
I want a custom-made camera app specifically for the app. How do I implement it?
Here is a nice tutorial to accomplish it.
Camera Integration with Surface View
You can make your custom changes on the SurfaceView according to your requirements.
Look into this tutorial http://www.airpair.com/android/android-camera-surface-view-fragment
Link 2
you can use SurfaceView Fragment.
I used https://github.com/commonsguy/cwac-camera to get custom camera done.
The library #commonsware made, great library with great documentation and support.

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I am writing a simple android camera application (SDK version 7). Can I handle camera button like in native camera app, i.e. soft click - focus, and hard click - capture photo ?
Be aware that many android devices do not have physical camera button. It is safer bet to allow the way for the users to use touch screen for both focusing and taking photo.
Anyway, since you mention native camera app, I assume you mean the official camera app. In that case, you can find the source code at https://android.googlesource.com/platform/packages/apps/Camera.git

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How do I begin developing J2ME games for mobile phones?
Are any libraries available that can render pixel fonts for text? - for text games
Are 2D graphic libraries available that can draw animated bitmaps? - for isometric and tiled games
Any are 3D engines available with texture mapping & lighting? -- for racing and flying simulators
And regarding screen sizes:
What screen size to choose initially for good market penetration?
How to manage game source code, in different screen sizes? Make separate branches?
I'm new to J2ME programming, so any links you can give me to start off would be great.
Game Programming Crash Course to begin developing simple bitmap games.
Screen size of 240x320 pixels is where most j2me-enabled phones are these days.
Obviously, touchscreen phones usually have bigger screens than this. A VGA size of 480x640 is just around the corner for high-end phones.
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Recent Sony-Ericsson phones also have http://www.jcp.org/en/jsr/detail?id=239 which should be easier to use if you already know OpenGL. 3D performances vary widly between phones that contain a hardware accelerator chip and those that don't.
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Also check out Kevin Glass's website, which has a lot of notes about 3-way instantaneous deployment to Applet, Android, and iPhone. More details are here.
There's this incredible list of open source J2ME libraries that do all sorts of things, like UI, Graphics, Games, 3D, Bluetooth, SMS, IM, Math, Security, Databases, XML .. even Dev Tools.
Java ME Open Source Software - ngPhone

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