So I have some irregularly spaced data that I want to interpolate onto a regular grid. (I want to do exactly this but in Java) Here's a picture:
Basically I have the x and y coordinates of each point and a z value associated with each point and I want to interpolate between them and fill in the center of my image.
What is the best way to do this using Java? Is there a built in 2D interpolation library I can use or should I try a "roll my own" approach?
This post and this one also seem to be trying to do about what I am but their answers don't quite apply.
Someone else with the same problem but no solution.
Note: I am using JavaFX-2 so if I could somehow use their Interpolator class that'd be great.
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EDIT:
If anyone stumbles upon this and wants to know what I ended up using, it was a Delaunay Triangulation implementation from BGU:
Main Site
Code API
If linear interpolation is sufficient, I suggest you to use a 3d mesh with Gouraud Shading for drawing:
Convert the 2d point cloud to a mesh (you can google for existing algorithms)
Mapping the z value of each point to the vertex' color
Using Gouraud Shading to enable linear interpolation between the vertex colors
Creating a camera on top to the mesh and using a othonormal projection (to avoid perspective)
You say that you can use JavaFX. JavaFX supports 3d scenes and you can build your own meshes. But looking into the JavaDoc of TriangleMesh, I can't find any method to set the vertex color I found only a method to set the (x,y,z) and (u,v) (texture coordinates) coordinates.
Related
As the title implies I need an algorithm, code or a library that would help me to stretch a Bitmap (or a Path in Android) to an arbitrary polygon. Polygon is given with a list of x, y coordinates. Actually I need to transform/stretch a Path object in Android which is also given by x, y coordinates. I mentioned Bitmap because it is more likely that someone had similar problem and I assume that both will be transformed my a Matrix
I tried to use Matrix.setPolyToPoly(...) but it doesn't seem to help since it is transforming to square like area (only 4 points) not to an arbitrary polygon.
For better illustration what I need please check out image bellow. It is not exact transformation but something close. Note that whole image is stretched to star shaped polygon, it is not a mask and not a trim, just pixel transition.
I saw your question a few days ago, then yesterday I ran across this:
Canvas#drawBitmapMesh | Android Developers
It's kind of hard to grasp, but the way I understand it you start with an imaginary elastic grid over your bitmap. The way you want to warp the bitmap can be expressed by moving the x,y points of the grid to alternate locations.
Here's an article with a diagram and here's an article with some sample code.
Obviously, the hard part now is to take your frame polygon and use it to generate the warped vertices in the mesh. That may take some fancy mathematics. But I thought this would be a step in the right direction.
This is what I was envisioning: I'm looking at the star polygon and I'm picturing a circle as the starting point (not the square). The star could be seen as taking the circle and stretching points on it toward and away from the center. Whichever way it was stretched would create some vectors, from zero at the center to strongest at the stretch point.
For a Path, you could then just apply the vectors to the points in the path, but the lines would also need to be bent so this would be some pretty convoluted math with Bezier curves (convoluted at least for me, I'm not any sort of mathematician).
But if you drew the Path onto a Bitmap you might be in a better position. You could just alter the mesh vertices using the different vectors then use Canvas.drawBitmapMesh() to render the final result.
I am creating a virtual reality app for android and I would like to generate a Sphere in openGL for my purposes. In a first step, I found this thread(Draw Sphere - order of vertices) where in the first answer there is a good tutorial of how to offline render the sphere. In that same answer, there is a sample code of a sphere(http://pastebin.com/4esQdVPP) that I used for my app, and then I successfully mapped a 2D texture onto the sphere.
However, that sample sphere has a poor resolution and I would like to generate a better one, so I proceeded to follow some blender tutorials to generate the sphere and then export the .obj file and simply take the point coordinates and index and parse them into java code.
The problem when doing this is that when the texture is added it looks broken at the poles of the sphere, while it looks good in the rest of the sphere (please have a look at the following pictures).
I don't know what i'm doing wrong since the algorithm for mapping the texture should be the same, so I guess that maybe the problem is in the index of the points generated. This is the algorithm im using for mapping the texture: https://en.wikipedia.org/wiki/UV_mapping#Finding_UV_on_a_sphere
This is the .obj file autogenerated with blender: http://pastebin.com/uP3ndM2d
And from there, we extract the index and the coordinates:
This is the point index: http://pastebin.com/rt1QjcaX
And this is the point coordinates: http://pastebin.com/h1hGwNfx
Could you give me some advice? Is there anything I am doing wrong?
First of all, determining the texture coordinates at (or even near) the poles needs to be handled with care. Using the UV-algorithm suggested for the s-coordinate at the pole will not give you what you want with the tessellation you chose (e.g., s = 0.5 + arctan2(1,0)/(2*pi) will be used for all points on the north pole). In the image below the M+1 vertices on the top row all represent the same vertex at the north pole -- each of these will have the same t-value but must have different s-values for the texture coordinates:
Second of all, using this type of tessellation will yield aliasing problems near the poles since the small distance between neighboring fragments generate large difference between s-values. You should mitigate the aliasing as much as possible using a mipmap filter. The following images show a mercator projection of the earth and vertical red stripes textured on the sphere (the stripes are a good test case):
A better sphere tessellation is to subdivide an icosahedron which will yield nearly equilaterial triangles. Here is an example of a normal mapped sphere that avoids these aliasing problems:
Ok, the problem is solved now. The textures were not working properly because the generated point indices start at 1 instead of 0. By substracting 1 to all indices the problem is solved... :)
i am writing a 3d modeler similar to Blender for a game i am making. Since programs like blender export very complicated file types with alot of unneeded data i wanted to write a simple editor for my game. what i cannot figure out is how to map a point from a 2d projection on the window to where i have clicked in the 3d world with the world being rotated.
If anyone knows any good tutorials on how to do this or the method any help would be appreciated. I know i could use ray tracing but that would be to complicated i think.
The two main methods of mouse picking are:
Intersection Testing
Color Picking
Intersection tests are the more popular of the two, and at the simplest level involves 'shooting' out a ray and checking if it has intersected any points. The ray can also be replaced by a polytope if one wants to achieve more sensitive picking (useful for choosing points on vertices).
Color picking involves disabling AA, blending, shadows, etc. and re-drawing the scene using solid colors for the objects. glReadPixels is then used to find the color at the point of the mouse and this color is used to determine if it clicked on an applicable object.
Ray Picking:
Mouse Ray Picking Explained
Picking, Alpha Blending, Alpha Testing, Sorting
Color Picking:
OpenGL Selection Using Unique Color IDs
Picking Tutorial
The term you are looking for is mouse picking.
The method you need is gluUnProject. You'll need window x,y and the depth.
I think, in your case, it might be a lot easier to write a simple exporter for Blender.
I have data in the form of a 2D array of intensities that should be plotted in a contour plot. In the end it should look like a topographic map with contour lines like the following image:
The idea is that the typical multitouch gestures (pinch for zooming, dragging for moving around) can be used to navigate the contour plot. The maximum size of the data should be around 4k*4k points, each 4 bytes big.
Is there some plotting library that I can use, or do I have to start from scratch? Is there an easily implemented algorithm for that?
I don't know of any plotting libraries for Android (or Java for that matter), but I do know a thing or two about plotting in general:
An easy algorithm for creating contours would be Marching Squares. Marching squares creates polygons from your array of data. There should be plenty of examples of this algorithm in Java (try Google Code Search, but read licenses before you use).
If you want to zoom in far you probably want to create bezier curves from these polygons to smooth them out, an example algorithm (with code that should be easily ported to Java) can be found here.
Note: If you want to fill the contours with a color you should consider using a fragment shader instead of creating polygons. Send the data to the shader as a texture and use the intensity to assign a color to each pixel. For this you should know some OpenGL.
As #Markus Johnsson said, one way to visualize your two-dimensional array of data is to use the Marching Squares algorithm. But in your case, it seems you need its implementation based on isolines instead of isobands (which use polygons Markus mentioned about).
Implementation based on isolines is easier to write it from scratch. It is mainly due to the fact, that you have to check only whether a given value is under, or above specific isovalue (vs below-within-above specific range in isoband implementation). This results only in 16 possible configurations of lines drawn in a single isocell (vs 80 polygon configurations in isobands implementation).
It is often desirable to interpolate your data before using it in the creation of the contour map. One way to do so, is to use Bicubic Interpolation.
I've written recently a simple implementation of the filled two-dimensional contour plot based on the Marching Squares algorithm and its isoband variant. This implementation also use mentioned Bicubic Interpolation for smoothening the data. You can find this simple package here. It is written under GNU GPLv3 license (or later). In order to use it in your project you have to copy and paste org.contour2dplot.* to the project's location.
All you need to do in order to draw a contour map with the use of the aforementioned package is to prepare a double[][] data and create a Contour2DMap object. Example use can look like this:
// Specify in the constructor width and height of the contour map.
Contour2DMap contour2DMap = new Contour2DMap(600, 600);
// Specify size for the contour map container.
contour2DMap.setPrefSize(600, 600);
// Set data.
contour2DMap.setData(data);
// Set iso factor, which is a step between subsequent iso values.
contour2DMap.setIsoFactor(1.0);
// Set interpolation factor.
contour2DMap.setInterpolationFactor(10);
// Set contour map color scale - "Color" or "Monochromatic".
contour2DMap.setMapColorScale("Color");
// Draw all elements on the contour map.
contour2DMap.draw();
Contour2DMap object inherits from javafx.scene.layout.Pane, so you can nest it in other javafx.scene.layout.* objects, such as BorderPane.
In order to make contour map interactive you may consider overwriting the javafx.scene.chart.Chart object and nesting Contour2DMap in it.
You may also consider rewriting org.contour2dplot.* for the isolines variant of the Marching Squares algorithm.
Below are two screenshots of Contour2DMap for setMapColorScale("Color") and setMapColorScale("Monochromatic") respectively.
I want to achieve the effect of a 2D image I have but a little inclined, for example a plane, I want the image can be rotated about its axis Y. .. anyone can help me with some idea of how to do ..**
Basically you need a little linear geometry/algebra, and/or a package to do them for you.
From the geometry point of view, you think of the image as if it's on a plane in space; you're looking at it as if it were back-projected on your monitor. If the picture is exactly parallel to that screen, and the same size, each point is mapped to a pixel on the screen. Otherwise you have to go through a computation that makes that mapping, which involves a trig function for the angles in the x,y,z directions between that plane and the plane of the screen. The linear algebra comes in because the easy way to handle this computation is as a series of multiplications of 4×4 matrices.
Now, you could program all that yourself, and for what you're thinking of it wouldn't be all that difficult. See any good computer graphics text, like Shirley, or Foley and van Damm.
As far as a package, there's good 3D graphics in Java. Even better, there are good tutorials:
The Java3D tutorial at Sun.
the stuff at j3d.org
a whole list of them at java3d.org
In what context ? Using a 3D API like OpenGL trough JOGL seems to me like the simplest way to achieve this. Otherwise, if the angle is variable, you'll need some form of software renderer.