Java 2D Perlin Noise for Random Terrain Generation - java

My name is Chris and I'm working on my first Java game.
Thus far, I have created a tile based 2D game, however my level is done in such a way so that if I create an image and its all green, then that green would stand for a grass tile. If I put a pixel of blue, the game would assign that as a water tile.
However, that limits the game to how I design the level, I'd much rather have an infinite terrain of tiles.
Being a beginner, I looked up different ways to do so. A particularly poignant method was something called a Perlin Noise.
I looked into it but it seemed very complex.
Would somebody mind defining it in simpler terms?
Also, if you have any tutorials that 'dumb' it down a bit and give a brief overview, that'd be fantastic!
Sorry I haven't been too specific, I'm actually avoiding from doing so.

I'd suggest skipping Perlin Noise and taking a look at something called OpenSimplex Noise.
It's useful for basically all of the same things as Perlin Noise, but it has significantly fewer visible directional artifacts. Basically, the noise takes an input coordinate (in 2D, 3D, or 4D) and returns a value between -1 and 1. The output values vary continuously with the input coordinate changes.
Here are three 256x256 images generated using noise (x / 24.0, y / 24.0):
The first one is the raw noise
The second one is green where the values are greater than zero, and blue otherwise
The third one is blue where the values are greater than -0.2 and less than 0.2, and green otherwise.
Note that there's also Simplex Noise (different algorithm from OpenSimplex) that has reduced directional artifacts compared to Perlin Noise, but the 3D and higher implementations of Simplex Noise (if you happen to want to use 3D noise to vary anything in 2D over time) are saddled with a patent.
OpenSimplex Noise is actually an algorithm I've developed for a game of my own, so shameless plug I know, but I think it's the best for you out of what's available.

Perlin noise was brilliantly covered by Daniel Shiffman on The Nature Of Code. It's an online book that has awesome Javascript/ProcessingJS sample code to demonstrate some of the important concepts:
A good random number generator produces numbers that have no relationship and show no discernible pattern. As we are beginning to see, a little bit of randomness can be a good thing when programming organic, lifelike behaviors. However, randomness as the single guiding principle is not necessarily natural. An algorithm known as “Perlin noise”, named for its inventor Ken Perlin, takes this concept into account. Perlin developed the noise function while working on the original Tron movie in the early 1980s; it was designed to create procedural textures for computer-generated effects. In 1997 Perlin won an Academy Award in technical achievement for this work. Perlin noise can be used to generate various effects with natural qualities, such as clouds, landscapes, and patterned textures like marble.
Perlin noise has a more organic appearance because it produces a naturally ordered (“smooth”) sequence of pseudo-random numbers. The graph on the left below shows Perlin noise over time, with the x-axis representing time; note the smoothness of the curve. The graph on the right shows pure random numbers over time.
(The code for generating these graphs is available in the accompanying book downloads.)
Khan Academy dedicated the entire advanced Javascript lessons to dissect some of the stuff shown by Shiffman on his book. They have great lessons on randomness, and of course, one just for the Perlin noise.

You are not obliged to get the full understanding of the perlin or simplex implementation immediately. You can slowly learn while playing with parameters of the various methods you will find. Just use it by feeding x,y, possibly z or more dimension arguments with the coordinates of a grid for example. To keep it simple, you basically mix/superimpose several layers(octaves) of interpolated random images at different scales .
You may also want to evaluate and store your noise offline because of the processing charge it may imply if used at run-time (although depending on the resolution / octaves and your processing budget or testing purposes, you can achieve quite decent real time frame rates too).

Related

Find similar Image uing matlab or Java [duplicate]

One of the most interesting projects I've worked on in the past couple of years was a project about image processing. The goal was to develop a system to be able to recognize Coca-Cola 'cans' (note that I'm stressing the word 'cans', you'll see why in a minute). You can see a sample below, with the can recognized in the green rectangle with scale and rotation.
Some constraints on the project:
The background could be very noisy.
The can could have any scale or rotation or even orientation (within reasonable limits).
The image could have some degree of fuzziness (contours might not be entirely straight).
There could be Coca-Cola bottles in the image, and the algorithm should only detect the can!
The brightness of the image could vary a lot (so you can't rely "too much" on color detection).
The can could be partly hidden on the sides or the middle and possibly partly hidden behind a bottle.
There could be no can at all in the image, in which case you had to find nothing and write a message saying so.
So you could end up with tricky things like this (which in this case had my algorithm totally fail):
I did this project a while ago, and had a lot of fun doing it, and I had a decent implementation. Here are some details about my implementation:
Language: Done in C++ using OpenCV library.
Pre-processing: For the image pre-processing, i.e. transforming the image into a more raw form to give to the algorithm, I used 2 methods:
Changing color domain from RGB to HSV and filtering based on "red" hue, saturation above a certain threshold to avoid orange-like colors, and filtering of low value to avoid dark tones. The end result was a binary black and white image, where all white pixels would represent the pixels that match this threshold. Obviously there is still a lot of crap in the image, but this reduces the number of dimensions you have to work with.
Noise filtering using median filtering (taking the median pixel value of all neighbors and replace the pixel by this value) to reduce noise.
Using Canny Edge Detection Filter to get the contours of all items after 2 precedent steps.
Algorithm: The algorithm itself I chose for this task was taken from this awesome book on feature extraction and called Generalized Hough Transform (pretty different from the regular Hough Transform). It basically says a few things:
You can describe an object in space without knowing its analytical equation (which is the case here).
It is resistant to image deformations such as scaling and rotation, as it will basically test your image for every combination of scale factor and rotation factor.
It uses a base model (a template) that the algorithm will "learn".
Each pixel remaining in the contour image will vote for another pixel which will supposedly be the center (in terms of gravity) of your object, based on what it learned from the model.
In the end, you end up with a heat map of the votes, for example here all the pixels of the contour of the can will vote for its gravitational center, so you'll have a lot of votes in the same pixel corresponding to the center, and will see a peak in the heat map as below:
Once you have that, a simple threshold-based heuristic can give you the location of the center pixel, from which you can derive the scale and rotation and then plot your little rectangle around it (final scale and rotation factor will obviously be relative to your original template). In theory at least...
Results: Now, while this approach worked in the basic cases, it was severely lacking in some areas:
It is extremely slow! I'm not stressing this enough. Almost a full day was needed to process the 30 test images, obviously because I had a very high scaling factor for rotation and translation, since some of the cans were very small.
It was completely lost when bottles were in the image, and for some reason almost always found the bottle instead of the can (perhaps because bottles were bigger, thus had more pixels, thus more votes)
Fuzzy images were also no good, since the votes ended up in pixel at random locations around the center, thus ending with a very noisy heat map.
In-variance in translation and rotation was achieved, but not in orientation, meaning that a can that was not directly facing the camera objective wasn't recognized.
Can you help me improve my specific algorithm, using exclusively OpenCV features, to resolve the four specific issues mentioned?
I hope some people will also learn something out of it as well, after all I think not only people who ask questions should learn. :)
An alternative approach would be to extract features (keypoints) using the scale-invariant feature transform (SIFT) or Speeded Up Robust Features (SURF).
You can find a nice OpenCV code example in Java, C++, and Python on this page: Features2D + Homography to find a known object
Both algorithms are invariant to scaling and rotation. Since they work with features, you can also handle occlusion (as long as enough keypoints are visible).
Image source: tutorial example
The processing takes a few hundred ms for SIFT, SURF is bit faster, but it not suitable for real-time applications. ORB uses FAST which is weaker regarding rotation invariance.
The original papers
SURF: Speeded Up Robust Features
Distinctive Image Features
from Scale-Invariant Keypoints
ORB: an efficient alternative to SIFT or SURF
To speed things up, I would take advantage of the fact that you are not asked to find an arbitrary image/object, but specifically one with the Coca-Cola logo. This is significant because this logo is very distinctive, and it should have a characteristic, scale-invariant signature in the frequency domain, particularly in the red channel of RGB. That is to say, the alternating pattern of red-to-white-to-red encountered by a horizontal scan line (trained on a horizontally aligned logo) will have a distinctive "rhythm" as it passes through the central axis of the logo. That rhythm will "speed up" or "slow down" at different scales and orientations, but will remain proportionally equivalent. You could identify/define a few dozen such scanlines, both horizontally and vertically through the logo and several more diagonally, in a starburst pattern. Call these the "signature scan lines."
Searching for this signature in the target image is a simple matter of scanning the image in horizontal strips. Look for a high-frequency in the red-channel (indicating moving from a red region to a white one), and once found, see if it is followed by one of the frequency rhythms identified in the training session. Once a match is found, you will instantly know the scan-line's orientation and location in the logo (if you keep track of those things during training), so identifying the boundaries of the logo from there is trivial.
I would be surprised if this weren't a linearly-efficient algorithm, or nearly so. It obviously doesn't address your can-bottle discrimination, but at least you'll have your logos.
(Update: for bottle recognition I would look for coke (the brown liquid) adjacent to the logo -- that is, inside the bottle. Or, in the case of an empty bottle, I would look for a cap which will always have the same basic shape, size, and distance from the logo and will typically be all white or red. Search for a solid color eliptical shape where a cap should be, relative to the logo. Not foolproof of course, but your goal here should be to find the easy ones fast.)
(It's been a few years since my image processing days, so I kept this suggestion high-level and conceptual. I think it might slightly approximate how a human eye might operate -- or at least how my brain does!)
Fun problem: when I glanced at your bottle image I thought it was a can too. But, as a human, what I did to tell the difference is that I then noticed it was also a bottle...
So, to tell cans and bottles apart, how about simply scanning for bottles first? If you find one, mask out the label before looking for cans.
Not too hard to implement if you're already doing cans. The real downside is it doubles your processing time. (But thinking ahead to real-world applications, you're going to end up wanting to do bottles anyway ;-)
Isn't it difficult even for humans to distinguish between a bottle and a can in the second image (provided the transparent region of the bottle is hidden)?
They are almost the same except for a very small region (that is, width at the top of the can is a little small while the wrapper of the bottle is the same width throughout, but a minor change right?)
The first thing that came to my mind was to check for the red top of bottle. But it is still a problem, if there is no top for the bottle, or if it is partially hidden (as mentioned above).
The second thing I thought was about the transparency of bottle. OpenCV has some works on finding transparent objects in an image. Check the below links.
OpenCV Meeting Notes Minutes 2012-03-19
OpenCV Meeting Notes Minutes 2012-02-28
Particularly look at this to see how accurately they detect glass:
OpenCV Meeting Notes Minutes 2012-04-24
See their implementation result:
They say it is the implementation of the paper "A Geodesic Active Contour Framework for Finding Glass" by K. McHenry and J. Ponce, CVPR 2006.
It might be helpful in your case a little bit, but problem arises again if the bottle is filled.
So I think here, you can search for the transparent body of the bottles first or for a red region connected to two transparent objects laterally which is obviously the bottle. (When working ideally, an image as follows.)
Now you can remove the yellow region, that is, the label of the bottle and run your algorithm to find the can.
Anyway, this solution also has different problems like in the other solutions.
It works only if your bottle is empty. In that case, you will have to search for the red region between the two black colors (if the Coca Cola liquid is black).
Another problem if transparent part is covered.
But anyway, if there are none of the above problems in the pictures, this seems be to a better way.
I really like Darren Cook's and stacker's answers to this problem. I was in the midst of throwing my thoughts into a comment on those, but I believe my approach is too answer-shaped to not leave here.
In short summary, you've identified an algorithm to determine that a Coca-Cola logo is present at a particular location in space. You're now trying to determine, for arbitrary orientations and arbitrary scaling factors, a heuristic suitable for distinguishing Coca-Cola cans from other objects, inclusive of: bottles, billboards, advertisements, and Coca-Cola paraphernalia all associated with this iconic logo. You didn't call out many of these additional cases in your problem statement, but I feel they're vital to the success of your algorithm.
The secret here is determining what visual features a can contains or, through the negative space, what features are present for other Coke products that are not present for cans. To that end, the current top answer sketches out a basic approach for selecting "can" if and only if "bottle" is not identified, either by the presence of a bottle cap, liquid, or other similar visual heuristics.
The problem is this breaks down. A bottle could, for example, be empty and lack the presence of a cap, leading to a false positive. Or, it could be a partial bottle with additional features mangled, leading again to false detection. Needless to say, this isn't elegant, nor is it effective for our purposes.
To this end, the most correct selection criteria for cans appear to be the following:
Is the shape of the object silhouette, as you sketched out in your question, correct? If so, +1.
If we assume the presence of natural or artificial light, do we detect a chrome outline to the bottle that signifies whether this is made of aluminum? If so, +1.
Do we determine that the specular properties of the object are correct, relative to our light sources (illustrative video link on light source detection)? If so, +1.
Can we determine any other properties about the object that identify it as a can, including, but not limited to, the topological image skew of the logo, the orientation of the object, the juxtaposition of the object (for example, on a planar surface like a table or in the context of other cans), and the presence of a pull tab? If so, for each, +1.
Your classification might then look like the following:
For each candidate match, if the presence of a Coca Cola logo was detected, draw a gray border.
For each match over +2, draw a red border.
This visually highlights to the user what was detected, emphasizing weak positives that may, correctly, be detected as mangled cans.
The detection of each property carries a very different time and space complexity, and for each approach, a quick pass through http://dsp.stackexchange.com is more than reasonable for determining the most correct and most efficient algorithm for your purposes. My intent here is, purely and simply, to emphasize that detecting if something is a can by invalidating a small portion of the candidate detection space isn't the most robust or effective solution to this problem, and ideally, you should take the appropriate actions accordingly.
And hey, congrats on the Hacker News posting! On the whole, this is a pretty terrific question worthy of the publicity it received. :)
Looking at shape
Take a gander at the shape of the red portion of the can/bottle. Notice how the can tapers off slightly at the very top whereas the bottle label is straight. You can distinguish between these two by comparing the width of the red portion across the length of it.
Looking at highlights
One way to distinguish between bottles and cans is the material. A bottle is made of plastic whereas a can is made of aluminum metal. In sufficiently well-lit situations, looking at the specularity would be one way of telling a bottle label from a can label.
As far as I can tell, that is how a human would tell the difference between the two types of labels. If the lighting conditions are poor, there is bound to be some uncertainty in distinguishing the two anyways. In that case, you would have to be able to detect the presence of the transparent/translucent bottle itself.
Please take a look at Zdenek Kalal's Predator tracker. It requires some training, but it can actively learn how the tracked object looks at different orientations and scales and does it in realtime!
The source code is available on his site. It's in MATLAB, but perhaps there is a Java implementation already done by a community member. I have succesfully re-implemented the tracker part of TLD in C#. If I remember correctly, TLD is using Ferns as the keypoint detector. I use either SURF or SIFT instead (already suggested by #stacker) to reacquire the object if it was lost by the tracker. The tracker's feedback makes it easy to build with time a dynamic list of sift/surf templates that with time enable reacquiring the object with very high precision.
If you're interested in my C# implementation of the tracker, feel free to ask.
If you are not limited to just a camera which wasn't in one of your constraints perhaps you can move to using a range sensor like the Xbox Kinect. With this you can perform depth and colour based matched segmentation of the image. This allows for faster separation of objects in the image. You can then use ICP matching or similar techniques to even match the shape of the can rather then just its outline or colour and given that it is cylindrical this may be a valid option for any orientation if you have a previous 3D scan of the target. These techniques are often quite quick especially when used for such a specific purpose which should solve your speed problem.
Also I could suggest, not necessarily for accuracy or speed but for fun you could use a trained neural network on your hue segmented image to identify the shape of the can. These are very fast and can often be up to 80/90% accurate. Training would be a little bit of a long process though as you would have to manually identify the can in each image.
I would detect red rectangles: RGB -> HSV, filter red -> binary image, close (dilate then erode, known as imclose in matlab)
Then look through rectangles from largest to smallest. Rectangles that have smaller rectangles in a known position/scale can both be removed (assuming bottle proportions are constant, the smaller rectangle would be a bottle cap).
This would leave you with red rectangles, then you'll need to somehow detect the logos to tell if they're a red rectangle or a coke can. Like OCR, but with a known logo?
This may be a very naive idea (or may not work at all), but the dimensions of all the coke cans are fixed. So may be if the same image contains both a can and a bottle then you can tell them apart by size considerations (bottles are going to be larger). Now because of missing depth (i.e. 3D mapping to 2D mapping) its possible that a bottle may appear shrunk and there isn't a size difference. You may recover some depth information using stereo-imaging and then recover the original size.
Hmm, I actually think I'm onto something (this is like the most interesting question ever - so it'd be a shame not to continue trying to find the "perfect" answer, even though an acceptable one has been found)...
Once you find the logo, your troubles are half done. Then you only have to figure out the differences between what's around the logo. Additionally, we want to do as little extra as possible. I think this is actually this easy part...
What is around the logo? For a can, we can see metal, which despite the effects of lighting, does not change whatsoever in its basic colour. As long as we know the angle of the label, we can tell what's directly above it, so we're looking at the difference between these:
Here, what's above and below the logo is completely dark, consistent in colour. Relatively easy in that respect.
Here, what's above and below is light, but still consistent in colour. It's all-silver, and all-silver metal actually seems pretty rare, as well as silver colours in general. Additionally, it's in a thin slither and close enough to the red that has already been identified so you could trace its shape for its entire length to calculate a percentage of what can be considered the metal ring of the can. Really, you only need a small fraction of that anywhere along the can to tell it is part of it, but you still need to find a balance that ensures it's not just an empty bottle with something metal behind it.
And finally, the tricky one. But not so tricky, once we're only going by what we can see directly above (and below) the red wrapper. Its transparent, which means it will show whatever is behind it. That's good, because things that are behind it aren't likely to be as consistent in colour as the silver circular metal of the can. There could be many different things behind it, which would tell us that it's an empty (or filled with clear liquid) bottle, or a consistent colour, which could either mean that it's filled with liquid or that the bottle is simply in front of a solid colour. We're working with what's closest to the top and bottom, and the chances of the right colours being in the right place are relatively slim. We know it's a bottle, because it hasn't got that key visual element of the can, which is relatively simplistic compared to what could be behind a bottle.
(that last one was the best I could find of an empty large coca cola bottle - interestingly the cap AND ring are yellow, indicating that the redness of the cap probably shouldn't be relied upon)
In the rare circumstance that a similar shade of silver is behind the bottle, even after the abstraction of the plastic, or the bottle is somehow filled with the same shade of silver liquid, we can fall back on what we can roughly estimate as being the shape of the silver - which as I mentioned, is circular and follows the shape of the can. But even though I lack any certain knowledge in image processing, that sounds slow. Better yet, why not deduce this by for once checking around the sides of the logo to ensure there is nothing of the same silver colour there? Ah, but what if there's the same shade of silver behind a can? Then, we do indeed have to pay more attention to shapes, looking at the top and bottom of the can again.
Depending on how flawless this all needs to be, it could be very slow, but I guess my basic concept is to check the easiest and closest things first. Go by colour differences around the already matched shape (which seems the most trivial part of this anyway) before going to the effort of working out the shape of the other elements. To list it, it goes:
Find the main attraction (red logo background, and possibly the logo itself for orientation, though in case the can is turned away, you need to concentrate on the red alone)
Verify the shape and orientation, yet again via the very distinctive redness
Check colours around the shape (since it's quick and painless)
Finally, if needed, verify the shape of those colours around the main attraction for the right roundness.
In the event you can't do this, it probably means the top and bottom of the can are covered, and the only possible things that a human could have used to reliably make a distinction between the can and the bottle is the occlusion and reflection of the can, which would be a much harder battle to process. However, to go even further, you could follow the angle of the can/bottle to check for more bottle-like traits, using the semi-transparent scanning techniques mentioned in the other answers.
Interesting additional nightmares might include a can conveniently sitting behind the bottle at such a distance that the metal of it just so happens to show above and below the label, which would still fail as long as you're scanning along the entire length of the red label - which is actually more of a problem because you're not detecting a can where you could have, as opposed to considering that you're actually detecting a bottle, including the can by accident. The glass is half empty, in that case!
As a disclaimer, I have no experience in nor have ever thought about image processing outside of this question, but it is so interesting that it got me thinking pretty deeply about it, and after reading all the other answers, I consider this to possibly be the easiest and most efficient way to get it done. Personally, I'm just glad I don't actually have to think about programming this!
EDIT
Additionally, look at this drawing I did in MS Paint... It's absolutely awful and quite incomplete, but based on the shape and colours alone, you can guess what it's probably going to be. In essence, these are the only things that one needs to bother scanning for. When you look at that very distinctive shape and combination of colours so close, what else could it possibly be? The bit I didn't paint, the white background, should be considered "anything inconsistent". If it had a transparent background, it could go over almost any other image and you could still see it.
Am a few years late in answering this question. With the state of the art pushed to its limits by CNNs in the last 5 years I wouldn't use OpenCV to do this task now! (I know you specifically wanted OpenCv features in the question) I feel object detection algorithms such as Faster-RCNNs, YOLO, SSD etc would ace this problem with a significant margin compared to OpenCV features. If I were to tackle this problem now (after 6 years !!) I would definitely use Faster-RCNN.
I'm not aware of OpenCV but looking at the problem logically I think you could differentiate between bottle and can by changing the image which you are looking for i.e. Coca Cola. You should incorporate till top portion of can as in case of can there is silver lining at top of coca cola and in case of bottle there will be no such silver lining.
But obviously this algorithm will fail in cases where top of can is hidden, but in such case even human will not be able to differentiate between the two (if only coca cola portion of bottle/can is visible)
I like the challenge and wanted to give an answer, which solves the issue, I think.
Extract features (keypoints, descriptors such as SIFT, SURF) of the logo
Match the points with a model image of the logo (using Matcher such as Brute Force )
Estimate the coordinates of the rigid body (PnP problem - SolvePnP)
Estimate the cap position according to the rigid body
Do back-projection and calculate the image pixel position (ROI) of the cap of the bottle (I assume you have the intrinsic parameters of the camera)
Check with a method whether the cap is there or not. If there, then this is the bottle
Detection of the cap is another issue. It can be either complicated or simple. If I were you, I would simply check the color histogram in the ROI for a simple decision.
Please, give the feedback if I am wrong. Thanks.
I like your question, regardless of whether it's off topic or not :P
An interesting aside; I've just completed a subject in my degree where we covered robotics and computer vision. Our project for the semester was incredibly similar to the one you describe.
We had to develop a robot that used an Xbox Kinect to detect coke bottles and cans on any orientation in a variety of lighting and environmental conditions. Our solution involved using a band pass filter on the Hue channel in combination with the hough circle transform. We were able to constrain the environment a bit (we could chose where and how to position the robot and Kinect sensor), otherwise we were going to use the SIFT or SURF transforms.
You can read about our approach on my blog post on the topic :)
Deep Learning
Gather at least a few hundred images containing cola cans, annotate the bounding box around them as positive classes, include cola bottles and other cola products label them negative classes as well as random objects.
Unless you collect a very large dataset, perform the trick of using deep learning features for small dataset. Ideally using a combination of Support Vector Machines(SVM) with deep neural nets.
Once you feed the images to a previously trained deep learning model(e.g. GoogleNet), instead of using neural network's decision (final) layer to do classifications, use previous layer(s)' data as features to train your classifier.
OpenCV and Google Net:
http://docs.opencv.org/trunk/d5/de7/tutorial_dnn_googlenet.html
OpenCV and SVM:
http://docs.opencv.org/2.4/doc/tutorials/ml/introduction_to_svm/introduction_to_svm.html
There are a bunch of color descriptors used to recognise objects, the paper below compares a lot of them. They are specially powerful when combined with SIFT or SURF. SURF or SIFT alone are not very useful in a coca cola can image because they don't recognise a lot of interest points, you need the color information to help. I use BIC (Border/Interior Pixel Classification) with SURF in a project and it worked great to recognise objects.
Color descriptors for Web image retrieval: a comparative study
You need a program that learns and improves classification accuracy organically from experience.
I'll suggest deep learning, with deep learning this becomes a trivial problem.
You can retrain the inception v3 model on Tensorflow:
How to Retrain Inception's Final Layer for New Categories.
In this case, you will be training a convolutional neural network to classify an object as either a coca-cola can or not.
As alternative to all these nice solutions, you can train your own classifier and make your application robust to errors. As example, you can use Haar Training, providing a good number of positive and negative images of your target.
It can be useful to extract only cans and can be combined with the detection of transparent objects.
There is a computer vision package called HALCON from MVTec whose demos could give you good algorithm ideas. There is plenty of examples similar to your problem that you could run in demo mode and then look at the operators in the code and see how to implement them from existing OpenCV operators.
I have used this package to quickly prototype complex algorithms for problems like this and then find how to implement them using existing OpenCV features. In particular for your case you could try to implement in OpenCV the functionality embedded in the operator find_scaled_shape_model. Some operators point to the scientific paper regarding algorithm implementation which can help to find out how to do something similar in OpenCV.
Maybe too many years late, but nevertheless a theory to try.
The ratio of bounding rectangle of red logo region to the overall dimension of the bottle/can is different. In the case of Can, should be 1:1, whereas will be different in that of bottle (with or without cap).
This should make it easy to distinguish between the two.
Update:
The horizontal curvature of the logo region will be different between the Can and Bottle due their respective size difference. This could be specifically useful if your robot needs to pick up can/bottle, and you decide the grip accordingly.
If you are interested in it being realtime, then what you need is to add in a pre-processing filter to determine what gets scanned with the heavy-duty stuff. A good fast, very real time, pre-processing filter that will allow you to scan things that are more likely to be a coca-cola can than not before moving onto more iffy things is something like this: search the image for the biggest patches of color that are a certain tolerance away from the sqrt(pow(red,2) + pow(blue,2) + pow(green,2)) of your coca-cola can. Start with a very strict color tolerance, and work your way down to more lenient color tolerances. Then, when your robot runs out of an allotted time to process the current frame, it uses the currently found bottles for your purposes. Please note that you will have to tweak the RGB colors in the sqrt(pow(red,2) + pow(blue,2) + pow(green,2)) to get them just right.
Also, this is gona seem really dumb, but did you make sure to turn on -oFast compiler optimizations when you compiled your C code?
The first things I would look for are color - like RED , when doing Red eye detection in an image - there is a certain color range to detect , some characteristics about it considering the surrounding area and such as distance apart from the other eye if it is indeed visible in the image.
1: First characteristic is color and Red is very dominant. After detecting the Coca Cola Red there are several items of interest
1A: How big is this red area (is it of sufficient quantity to make a determination of a true can or not - 10 pixels is probably not enough),
1B: Does it contain the color of the Label - "Coca-Cola" or wave.
1B1: Is there enough to consider a high probability that it is a label.
Item 1 is kind of a short cut - pre-process if that doe snot exist in the image - move on.
So if that is the case I can then utilize that segment of my image and start looking more zoom out of the area in question a little bit - basically look at the surrounding region / edges...
2: Given the above image area ID'd in 1 - verify the surrounding points [edges] of the item in question.
A: Is there what appears to be a can top or bottom - silver?
B: A bottle might appear transparent , but so might a glass table - so is there a glass table/shelf or a transparent area - if so there are multiple possible out comes. A Bottle MIGHT have a red cap, it might not, but it should have either the shape of the bottle top / thread screws, or a cap.
C: Even if this fails A and B it still can be a can - partial..
This is more complex when it is partial because a partial bottle / partial can might look the same , so some more processing of measurement of the Red region edge to edge.. small bottle might be similar in size ..
3: After the above analysis that is when I would look at the lettering and the wave logo - because I can orient my search for some of the letters in the words As you might not have all of the text due to not having all of the can, the wave would align at certain points to the text (distance wise) so I could search for that probability and know which letters should exist at that point of the wave at distance x.

How to prevent polygon overlap in 3D graphics

I have been drawing 3D graphics using the graphics.fillPolygon() method in Java. It has worked well for me so far. I can rotate the graphics by dragging my mouse across the screen, and I can zoom in and out of my graphics.
My one issue though, is finding a way to draw the polygons in the correct order so that the background polygons are not drawn on top of the foreground polygons. I know that the answer to my problem is common knowledge to the 3D graphics programmer; Some people have told me to use OpenGL, but that is too much for me to learn right now; I just want to create basic 3D graphics. I am looking for a mathematical procedure to organize my polygons in the order that they should be drawn, (from back to front).
I have thought about just taking the average distance to all points of each polygon, but that is an unreliable method. I have been using trigonometry for all of my methods, but I am starting to learn some linear algebra concepts; The use of vectors may be helpful in finding which polygons lie in front.
#Raisintoe, In computer science, binary space partitioning (BSP) is a method for recursively subdividing a space into convex sets by hyperplanes. This subdivision gives rise to a representation of objects within the space by means of a tree data structure known as a BSP tree.
Binary space partitioning was developed in the context of 3D computer graphics,1 where the structure of a BSP tree allows spatial information about the objects in a scene that is useful in rendering, such as their ordering from front-to-back with respect to a viewer at a given location, to be accessed rapidly. Other applications include performing geometrical operations with shapes (constructive solid geometry) in CAD,[3] collision detection in robotics and 3-D video games, ray tracing and other computer applications that involve handling of complex spatial scenes.
See the Wikipedia article here
This approach has been used by video games mega tubes such as Quake. You can find more about it in this excellent article by Michael Abrash where he explains how they used BSP tree in Quake to determine Quake's visible surfaces.
I Hope this helps
Yes I do agree, OpenGL is really complex, and especially modern openGL that forces you to use shaders always can get more in your way of getting things done, than actually helping you. But openGl solves this problem for you. It draws each pixel of the polygon with it's depth value. When you draw the second polygon, the pixel is only updated when it's depth value is closer to the camera than the old one. You can do the same, and you will have a pixel perfect result.
side note: Modern games engines even prefer rendering from the front to the back, because then the expensive pixel calculation in the fragment shader can be skipped for pixels that would be overdrawn anyway.
side note 2: actually you have to enable the depth test and explicitly tell, that you want the closest pixels.

Generating tile noise maps "on the fly"

I’m interested in generating 3D height maps for a 2D game I am working on. I am using this to create land masses like in Minecraft or Dwarf Fortress.
I've created 2D heightmaps before, but I used a very rudimentary algorithm that just interpolated between points of a fully random noise array to create a fixed size map. This doesn't tile however since if I try to add a new map next to it, it doesn't account for the height of the existing map.
I have read about Perlin and Simplex noise, but I’m now confused on how to apply Perlin or Simplex noise to a 2D array of height values.
Any help with this would be greatly appreciated. I have no idea what to do anymore. The term 'octaves' not on sheet music scares me.
Exactly, you have to look for Perlin/Simplex noise. Think of it as a function f(x,y,...) (as many variable as you wish) that will output random-looking noise. The difference with pure noise is that it acts on gradients, so it will look more natural since it "draws" gradients instead of plain noise with high local variability. Simplex noise is pretty much the same as Perlin's but it divides space in simplexes instead of operating in n-dimensional grids like Perlin does. This alleviates computational cost and has some more benefits.
It might seem scary, but it's simple actually. You're scared about octaves, but they're pretty much the same as octaves in music: just higher (or lower) frequency noise mixed with the original output. Talking about sheet music, it's like playing C4 and C5 at the same time. It's still C but it has some flavor added (little spikes in the waveform.) Don't be afraid and keep researching, it's not that hard.
Regarding tiling:
If you mean linear tiling (like Minecraft does) you just have to use the same seed for the noise algorithm. As soon as you approach your new boundaries, just generate the new chunk of data and it will tile perfectly (just like it does if you infinitely fill with noise.)
If you mean torus tiling (repeating tiles, think Pacman for instance) I found the best solution is to generate your noise tile and then interpolating near the borders as if it were tiled. The noise will deform to match sides and it will be completely tileable.
I think that your question might be phrased incorrectly. A heightmap is 2D, inherently, and you use it to generate 3D terrain (mesh).
http://en.wikipedia.org/wiki/Heightmap
If that is the case... then you can use the Perlin noise function to create a 2D image and use it for a heightmap. If you are unsure of what is created, you can use GIMP or Photoshop or a similar tool to create Perlin noise on a 2D Canvas for an example.
Minecraft makes use of the Perlin noise function to create a 3D cube of noise. So where a heightmap is 2D Perlin noise, Minecraft is 3D Perlin noise. You can also generate 1D Perlin noise.
What is nice about the Perlin noise function is that you can control the "resolution" and "offsets" of the texture through the mathematics and hence create seamless environments. I believe that Minecraft makes use of Perlin noise as a base and then moves on to some cellular automata for finishing touches.
I am unfamiliar with simplex noise.
EDIT: here is a link to test some math functions (in processing)
http://processing.org/learning/basics/noise2d.html

Collision Detection in Java for a game

Im making a game in Java with a few other people but we are stuck on one part of it, making the collision detection. The game is an RPG and I know how to do the collision detection with the characters using Rectangles, but what I dont know how to do is the collision detection for the maps. What I mean by that is like so the character cant walk over trees or water and that stuff but using rectangles doesnt seem like the best option here.
Well to explain what the game maps are gonna look like, here is an example http://i980.photobucket.com/albums/ae287/gordsmash/7-8.jpg
Now I could use rectangles to get bounds and stop the player from walking over the trees and water but that would take a lot of them.
But is there another easier way to prevent the player from walking over the trees and obstacles besides using Rectangles?
Here's a simple way but it uses more memory and you do the work up front... just create a background collision mask that denotes the permissible areas for characters to walk on in a binary form. You can store that in some sort of compressed bitmap form. The lookup then is very simple and very quick.
Rectangle collision detection seems to make sense; However, alternatively you may also try sphere-sphere collision detection, which can detect collision much quicker. You don't even need a square root for distance computations since you can compare the squared distances to see if the spheres overlap. This is a very fast method, and given the nature of your game could work very well.
ALSO! Assuming you have numerous tiles which you are colliding against, consider some method of spacial partitioning. Let me give you an easy example - subdivide your map into several rectangles (http://www.staff.ncl.ac.uk/qiuhua.liang/Research/Pic_research/mine_grid.jpg) and then depending on which rectangular area your player is currently residing in - check collision only against the tiles which are located within that area.
You may take it a step further - if you have more tiles in any given area than the threshold that you set - subdivide that area further to make more smaller areas within it.
The idea behind such subdivision is called Quadtree, and there is a huge quantity of papers and tutorials on the subject, you'll catch on very quickly.
Please let me know if you have any questions.
There are many solutions to this type of problem, but for what you're doing I believe the best course of action would be to use a tile engine. This would have been commonly used in similar games in the past (think any RPG on the SNES) and it provides you with a quick and easy means of both level/map design and collision detection.
The basic concept of a tile engine is that objects are stored in a 2D array and when your player (or any other moving game entity) attempts to move into a new tile you perform a simple check to see if the object in that tile is passable or not (for instance, if it's grass, the player may move; if it's a treasure chest, the player cannot move). This will greatly simplify checking for collisions (as a naive check of a list of entities will have O(n^2) performance). This picture might give you an idea of what I'm talking about. The lines have been added to illustrate a point, but of course when you're playing the game you don't actively think of everything as being composed of individual 32x32 pixel tiles.
While I don't personally have any experience with tile engines in Java, it looks like Mappy supports Java, and I've heard good things about PulpCore. You're more than welcome to create your own engine, of course, but you have to decide if your effort is better spent reinventing the wheel (but, of course, it will be your wheel then, and that is rather satisfying) or spend your time making a better game.

Getting boundary information from a 3d array

Hey, I'm currently trying to extract information from a 3d array, where each entry represents a coordinate in order to draw something out of it. The problem is that the array is ridiculously large (and there are several of them) meaning I can't actually draw all of it.
What I'm trying to accomplish then, is just to draw a representation of the outside coordinates, a shell of the array if you'd like. This array is not full, can have large empty spaces with only a few pixels set, or have large clusters of pixel data grouped together. I do not know what kind of shape to expect (could be a simple cube, or a complex concave mesh), and am struggling to come up with an algorithm to effectively extract the border. This array effectively stores a set of points in a 3d space.
I thought of creating 6 2d meshes (one for each side of the 3d array), and getting the shallowest point they can find for each position, and then drawing them separetly. As I said however, this 3d shape could be concave, which creates problems with this approach. Imagine a cone with a circle on top (said circle bigger than the cone's base). While the top and side meshes would get the correct depth info out of the shape, the bottom mesh would connect the base to the circle through vertical lines, making me effectivelly loose the conical shape.
Then I thought of annalysing the array slice by slice, and creating 2 meshes from the slice data. I believe this should work for any type of shape, however I'm struggling to find an algorithm which accuratly gives me the border info for each slice. Once again, if you just try to create height maps from the slices, you will run into problems if they have any concavities. I also throught of some sort of edge tracking algorithm, but the array does not provide continuous data, and there is almost certainly not a continuous edge along each slice.
I tried looking into volume rendering, as used in medical imaging and such, as it deals with similar problems to the one I have, but couldn't really find anything that I could use.
If anyone has any experience with this sort of problem, or any valuable input, could you please point me in the right direction.
P.S. I would prefer to get a closed representation of the shell, thus my earlier 2d mesh approach. However, an approach that simply gives me the shell points, without any connection between them, that would still be extremely helpful.
Thank you,
Ze
I would start by reviewing your data structure. As you observed, the array does not maintain any obvious spatial relationships between points. An octree is a pretty good representation for data like you described. Depending upon the complexity of you point set, you may be able to find the crust using just the octree - assuming you have some connectivity between near points.
Alternatively, you may then turn to more rigorous algorithms like raycasting or marching cubes.
Guess, it's a bit late by now to be truly useful to you, but for reference I'd say this is a perfect scenario for volumetric modeling (as you guessed yourself). As long as you know the bounding box of your point cloud, you can map these coordinates to a voxel space and increase the density (value) of each voxel for each data point. Once you have your volume fully defined, you can then use the Marching cubes algorithm to produce a 3D surface mesh for a given threshold value (iso value). That resulting surface doesn't need to be continuous, but will wrap all voxels with values > isovalue inside. The 2D equivalent are heatmaps... You can refine the surface quality by adjusting the iso threshold (higher means tighter) and voxel resolution.
Since you're using Java, you might like to take a look at my toxiclibs volumeutils library, which also comes with sevaral examples (for Processing) showing the general approach...
Imagine a cone with a circle on top
(said circle bigger than the cone's
base). While the top and side meshes
would get the correct depth info out
of the shape, the bottom mesh would
connect the base to the circle through
vertical lines, making me effectivelly
loose the conical shape.
Even an example as simple as this would be impossible to reconstruct manually, let alone algorithmically. The possibility of your data representing a cylinder with a cone shaped hole is as likely as the vertices representing a cone with a disk attached to the top.
I do not know what kind of shape to
expect (could be a simple cube...
Again, without further information on how the data was generated, 8 vertices arranged in the form of a cube might as well represent 2 crossed squares. If you knew that the data was generated by, for example, a rotating 3d scanner of some sort then that would at least be a start.

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