Wave generation with the "Hugo Elias" algorithm please! Java - java

I appear to have hit a wall in my most recent project involving wave/ripple generation over an image. I made one that works with basic colors on a grid that works perfectly; heck, I even added shades to the colors depending on the height of the wave.
However, my overall goal was to make this effect work over an image like you would see here. I was following an algorithm that people are calling the Hugo Elias method (though idk if he truly came up with the design). His tutorial can be found here!
When following that tutorial I found his pseudo code challenging to follow. I mean the concept for the most part makes sense until I hit the height map portion over an image. The problem being the x and y offsets throw an ArrayIndexOutOfBoundsException due to him adding the offset to the corresponding x or y. If the wave is too big (i.e. in my case 512) it throws an error; yet, if it is too small you can't see it.
Any ideas or fixes to my attempted implementation of his algorithm?
So I can't really make a compile-able version that is small and shows the issue, but I will give the three methods I'm using in the algorithm. Also keep in mind that the buffer1 and buffer2 are the height maps for the wave (current and previous) and imgArray is a bufferedImage represented by a int[img.getWidth() * img.getHeight()] full of ARGB values.
Anyways here you go:
public class WaveRippleAlgorithmOnImage extends JPanel implements Runnable, MouseListener, MouseMotionListener
{
private int[] buffer1;
private int[] buffer2;
private int[] imgArray;
private int[] movedImgArray;
private static double dampening = 0.96;
private BufferedImage img;
public WaveRippleAlgorithmOnImage(BufferedImage img)
{
this.img = img;
imgArray = new int[img.getHeight()*img.getWidth()];
movedImgArray = new int[img.getHeight()*img.getWidth()];
imgArray = img.getRGB(0, 0,
img.getWidth(), img.getHeight(),
null, 0, img.getWidth());
//OLD CODE
/*for(int y = 0; y < img.getHeight(); y++)
{
for(int x = 0; x < img.getWidth(); x++)
{
imgArray[y][x] = temp[0 + (y-0)*img.getWidth() + (x-0)];
}
}*/
buffer1 = new int[img.getHeight()*img.getWidth()];
buffer2 = new int[img.getHeight()*img.getWidth()];
buffer1[buffer1.length/2] = (img.getWidth() <= img.getHeight() ? img.getWidth() / 3 : img.getHeight() / 3);
//buffer1[25][25] = 10;
back = new BufferedImage(img.getWidth(), img.getHeight(), BufferedImage.TYPE_INT_ARGB);
this.addMouseListener(this);
this.addMouseMotionListener(this);
}
//<editor-fold defaultstate="collapsed" desc="Used Methods">
#Override
public void run()
{
while(true)
{
this.update();
this.repaint();
this.swap();
}
}
//Called from Thread to update movedImgArray prior to being drawn.
private void update()
{
//This is my attempt of trying to convert his code to java.
for (int i=img.getWidth(); i < imgArray.length - 1; i++)
{
if(i % img.getWidth() == 0 || i >= imgArray.length - img.getWidth())
continue;
buffer2[i] = (
((buffer1[i-1]+
buffer1[i+1]+
buffer1[i-img.getWidth()]+
buffer1[i+img.getWidth()]) >> 1)) - buffer2[i];
buffer2[i] -= (buffer2[i] >> 5);
}
//Still my version of his code, because of the int[] instead of int[][].
for (int y = 1; y < img.getHeight() - 2; y++)
{
for(int x = 1; x < img.getWidth() - 2; x++)
{
int xOffset = buffer1[((y)*img.getWidth()) + (x-1)] - buffer1[((y)*img.getWidth()) + (x+1)];
int yOffset = buffer1[((y-1)*img.getWidth()) + (x)] - buffer1[((y+1)*img.getWidth()) + (x)];
int shading = xOffset;
//Here is where the error occurs (after a click or wave started), because yOffset becomes -512; which in turn gets
//multiplied by y... Not good... -_-
movedImgArray[(y*img.getWidth()) + x] = imgArray[((y+yOffset)*img.getWidth()) + (x+xOffset)] + shading;
}
}
//This is my OLD code that kidna worked...
//I threw in here to show you how I was doing it before I switched to images.
/*
for(int y = 1; y < img.getHeight() - 1; y++)
{
for(int x = 1; x < img.getWidth() - 1; x++)
{
//buffer2[y][x] = ((buffer1[y][x-1] +
//buffer1[y][x+1] +
//buffer1[y+1][x] +
//buffer1[y-1][x]) / 4) - buffer2[y][x];
buffer2[y][x] = ((buffer1[y][x-1] +
buffer1[y][x+1] +
buffer1[y+1][x] +
buffer1[y-1][x] +
buffer1[y + 1][x-1] +
buffer1[y + 1][x+1] +
buffer1[y - 1][x - 1] +
buffer1[y - 1][x + 1]) / 4) - buffer2[y][x];
buffer2[y][x] = (int)(buffer2[y][x] * dampening);
}
}*/
}
//Swaps buffers
private void swap()
{
int[] temp;
temp = buffer2;
buffer2 = buffer1;
buffer1 = temp;
}
//This creates a wave upon clicking. It also is where that 512 is coming from.
//512 was about right in my OLD code shown above, but helps to cause the Exeception now.
#Override
public void mouseClicked(MouseEvent e)
{
if(e.getX() > 0 && e.getY() > 0 && e.getX() < img.getWidth() && e.getY() < img.getHeight())
buffer2[((e.getY())*img.getWidth()) + (e.getX())] = 512;
}
private BufferedImage back;
#Override
public void paintComponent(Graphics g)
{
super.paintComponent(g);
back.setRGB(0, 0, img.getWidth(), img.getHeight(), movedImgArray, 0, img.getWidth());
g.drawImage(back, 0, 0, null);
}
}
P.S. Here are two images of the old code working.

Looking at my original pseudocode, I assume the Array Out Of Bounds error is happening when you try to look up the texture based on the offset. The problem happens because the refraction in the water is allowing us to see outside of the texture.
for every pixel (x,y) in the buffer
Xoffset = buffer(x-1, y) - buffer(x+1, y)
Yoffset = buffer(x, y-1) - buffer(x, y+1)
Shading = Xoffset
t = texture(x+Xoffset, y+Yoffset) // Array out of bounds?
p = t + Shading
plot pixel at (x,y) with colour p
end loop
The way to fix this is simply to either clamp the texture coordinates, or let them wrap. Also, if you find that the amount of refraction is too much, you can reduce it by bit-shifting the Xoffset and Yoffset values a little bit.
int clamp(int x, int min, int max)
{
if (x < min) return min;
if (x > max) return max;
return x;
}
int wrap(int x, int min, int max)
{
while (x<min)
x += (1+max-min);
while (x>max)
x -= (1+max-min);
return x;
}
for every pixel (x,y) in the buffer
Xoffset = buffer(x-1, y) - buffer(x+1, y)
Yoffset = buffer(x, y-1) - buffer(x, y+1)
Shading = Xoffset
Xoffset >>= 1 // Halve the amount of refraction
Yoffset >>= 1 // if you want.
Xcoordinate = clamp(x+Xoffset, 0, Xmax) // Use clamp() or wrap() here
Ycoordinate = clamp(y+Yoffset, 0, Ymax) //
t = texture(Xcoordinate, Ycoordinate)
p = t + Shading
plot pixel at (x,y) with colour p
end loop

Related

Draw large bitmaps in Android

I don't know whether or not this question was answered. At least I didn't find an answer.
So here is a thing: I'm making some space-themed 2D game on android, and I'm testing it on emulator with screen size = 2560x1600. In this game there is a field where space ship is flying. And of course it (a field) must have a beautiful background with high resolution. My background image's resolution is 4500x4500. I want to make my image move in opposite direction relative to camera movement, so thats why I can't use small static image. At the time only a part of this image is visible:
When I tried to draw it I got fps = 1-2 (of course it is low because of the image size):
canvas.drawBitmap(getBigImage(), -x, -y, null);
/* getBigImage() method does nothing but returning
a Bitmap object (no calculation or decoding is performing in there) */
I tried to cut out the needed image from the big one but fps was still low:
Bitmap b = Bitmap.createBitmap(getBigImage(), x, y, sw, sh);
canvas.drawBitmap(b, 0, 0, null);
How can I draw this big bitmap with high fps?
Try
drawBitmap(Bitmap bitmap, Rect src, Rect dst, Paint paint)
which takes a rectangle of pixels from the source image to display in a rectangle on the Canvas. I found this to be faster back when I did a scrolling game.
I was thinking a lot and came up with an idea to divide input bitmap to small chunks and save them to an array. So now to draw that bitmap all I have to do is to draw visible chunks.
Picture:
Big black rectangle means input bitmap, green rectangle means viewport, red rectangle means visible chunks that are drawn
I've wrote an object that does that all (I didn't check it for bugs yet :/). I've tested it and it draws 3000x3000 bitmap with ~45 fps. I'm considering this way as very effective. The object itself may need to be developed more but I think this functionality is enough for my needs. Hope it'll help someone :)
P.S. https://stackoverflow.com/a/25953122/6121671 - used this for inspiration :)
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
public final class DividedBitmap {
private final Bitmap[][] mArray; // array where chunks is stored
private final int mWidth; // original (full) width of source image
private final int mHeight; // original (full) height of source image
private final int mChunkWidth; // default width of a chunk
private final int mChunkHeight; // default height of a chunk
/* Init */
public DividedBitmap(Bitmap src) {
this(new Options(src, 100, 100));
}
public DividedBitmap(Options options) {
mArray = divideBitmap(options);
mWidth = options.source.getWidth();
mHeight = options.source.getHeight();
mChunkWidth = options.chunkWidth;
mChunkHeight = options.chunkHeight;
}
/* Getters */
public int getWidth() {
return mWidth;
}
public int getHeight() {
return mHeight;
}
public Bitmap getChunk(int x, int y) {
if (mArray.length < x && x > 0 && mArray[x].length < y && y > 0) {
return mArray[x][y];
}
return null;
}
/* Methods */
/**
* x, y are viewport coords on the image itself;
* w, h are viewport's width and height.
*/
public void draw(Canvas canvas, int x, int y, int w, int h, Paint paint) {
if (x >= getWidth() || y >= getHeight() || x + w <= 0 || y + h <= 0)
return;
int i1 = x / mChunkWidth; // i1 and j1 are indices of visible chunk that is
int j1 = y / mChunkHeight; // on the top-left corner of the screen
int i2 = (x + w) / mChunkWidth; // i2 and j2 are indices of visible chunk that is
int j2 = (y + h) / mChunkHeight; // on the right-bottom corner of the screen
i2 = i2 >= mArray.length ? mArray.length - 1 : i2;
j2 = j2 >= mArray[i2].length ? mArray[i2].length - 1 : j2;
int offsetX = x - i1 * mChunkWidth;
int offsetY = y - j1 * mChunkHeight;
for (int i = i1; i <= i2; i++) {
for (int j = j1; j <= j2; j++) {
canvas.drawBitmap(
mArray[i][j],
(i - i1) * mChunkWidth - offsetX,
(j - j1) * mChunkHeight - offsetY,
paint
);
}
}
}
/* Static */
public static Bitmap[][] divideBitmap(Bitmap bitmap) {
return divideBitmap(new Options(bitmap, 100, 100));
}
public static Bitmap[][] divideBitmap(Options options) {
Bitmap[][] arr = new Bitmap[options.xCount][options.yCount];
for (int x = 0; x < options.xCount; ++x) {
for (int y = 0; y < options.yCount; ++y) {
int w = Math.min(options.chunkWidth, options.source.getWidth() - (x * options.chunkWidth));
int h = Math.min(options.chunkHeight, options.source.getHeight() - (y * options.chunkHeight));
arr[x][y] = Bitmap.createBitmap(options.source, x * options.chunkWidth, y * options.chunkHeight, w, h);
}
}
return arr;
}
public static final class Options {
final int chunkWidth;
final int chunkHeight;
final int xCount;
final int yCount;
final Bitmap source;
public Options(Bitmap src, int chunkW, int chunkH) {
chunkWidth = chunkW;
chunkHeight = chunkH;
xCount = ((src.getWidth() - 1) / chunkW) + 1;
yCount = ((src.getHeight() - 1) / chunkH) + 1;
source = src;
}
public Options(int xc, int yc, Bitmap src) {
xCount = xc;
yCount = yc;
chunkWidth = src.getWidth() / xCount;
chunkHeight = src.getHeight() / yCount;
source = src;
}
}
}

Java Render Only Intersecting?

So I was wondering how to run through a multi-dimensional array without having to use for loops to test whether or not the objects are intersecting in a rectangle and then render the interesting?
Currently I'm using two for loops to go through it and within the nested loop I have to use the intersecting() method and since this needs to happen every frame my game is getting low FPS. I assume it's because I have 650x350 entities in my array. I'll show the code below and restate the question. So my official question is how do I test whether or not an entity is intersecting with my rectangle camera so that it doesn't lag the game?
for (int x = 0; x < entities.length; x++) // entities.length is 650
{
for (int y = 0; y < entities[0].length; y++) // entities[0].length is 350
{
if (camera.intersecting(entities[x][y]))
{
entities[x][y].render(g); // X and Y indices are multiplied by 32 to get the position
}
}
}
This depends quite a bit on the mechanics of your game. But in a general sense I will recommend looking into Quadtrees ( http://en.m.wikipedia.org/wiki/Quadtree). Then check which nodes your camera overlaps and draw their contents.
When I ran into this problem awhile ago, I made my render function use the camera's x, y, width, and height values to determine where to render by changing the starting positions of the for loops.
public void render(Camera camera, Graphics g) {
// --------------------------------------------------------- //
// Optimized rendering function to only draw what the camera //
// can see //
// --------------------------------------------------------- //
int minX = toTileX(camera.getX());
int minY = toTileY(camera.getY());
int maxX = toTileX(camera.getX()) + toTileX(camera.getViewWidth());
int maxY = toTileY(camera.getY()) + toTileY(camera.getViewHeight());
for (TiledLayer l : layers) {
for (int y = minY; y < maxY + 1; y++) {
if (y < height && y >= 0) {
for (int x = minX; x < maxX + 1; x++) {
if (x < width && x >= 0) {
Tile tile = l.getTile(x, y);
TileSheet sheet = null;
try {
sheet = tileSheets.get(tile.getTileSetId());
} catch (InvalidKeyException e) {
e.printStackTrace();
}
Image image = sheet.getImage(tile.getTileId());
g.drawImage(image,
x * tileWidth,
y * tileHeight,
(x * tileWidth) + tileWidth,
(y * tileHeight) + tileHeight,
0,
0,
tileWidth,
tileHeight);
}
}
}
}
}
}

Get all pixels between two pixels

Im writing a small painting programm in java, and im stucked on the pen:
Therory: When im dragging the mouse i have to fill the circles between P(draggedX|draggedY) and P2(mouseX|mouseY) with circles. So i have to create a line / a path (?..) and calculate all points that are on it.
What ive tried:
double m = 0;
int width = draggedX - mouseX;
int height = draggedY - mouseY;
if(draggedX - mouseX != 0){
m = (draggedY - mouseY) / (draggedX - mouseX);
}
if(width > 0){
for(int i = 0; i < width; i++) {
double x = mouseX + i;
double y = mouseY + (m * i);
g.fillOval((int) x, (int) y, 5, 5);
}
}
else if(width < 0){
for(int i = -width; i > 0; i--) {
double x = mouseX + i;
double y = mouseY + (m * i);
g.fillOval((int) x, (int) y, 5, 5);
}
}
else{
if(height > 0){
for(int i = 0; i < height; i++){
g.fillOval(mouseX, (int) i + mouseY, 5, 5);
}
}
else if(height < 0){
for(int i = -height; i > 0; i--){
g.fillOval(mouseX, (int) i + mouseY, 5, 5);
}
}
}
It didnt work correct. sometimes curious lines splashed up and circles werent painted, like this:
Any other ideas, how to solve it?
Thank you!
Java will not generate events for all intermediate points - you can test this by drawing a point at each place where you actually receive an event. If the mouse moves too quickly, you will miss points. This happens in all drawing programs.
Bresenham's line-drawing algorithm is the traditional way to find integer pixels between two pixels coordinates. But you are programming in Java, and you have something much better: you can trace arbitrary paths, defined through coordinates. Two flavors are available,
The old Graphics version (g is a Graphics, possibly from your paintComponent() method):
// uses current g.setColor(color)
g.drawPolyline(xPoints, yPoints, int nPoints); // xPoints and yPoints are integer arrays
And the new Shape-based version (g2d is a Graphics2D; your Graphics in Swing can be cast to Graphics2D without problems):
// uses current stroke
g2d.draw(p); // p is a Path2D, build with successive moveTo(point) and lineTo(point)
I recommend the second version, since the stroke offers a lot more flexibility (line width, dashes, ...) than just simple colors
The division between two integers discards the fractional part: for example 2/3 returns 0. You can use floating point types for computation to keep the fractional parts.
double m;
m = (double) (draggedY - mouseY) / (draggedX - mouseX);
In addition to what the other answer said, you also need to do your drawing differently if the absolute value of m is greater than 1 or not. If it's 1 or less, then you'll want to iterate along the x direction and calculate the y from the slope. Otherwise, you'll need to iterate along the y direction and calculate the m from the (inverse) slope. You have the right idea in the code, but it's not quite implemented correctly. It should be something more like this:
if (abs(m) <= 1)
{
for (int i = startX; i < endX; i++)
{
float y = startY + (float)i * m;
float x = i;
g.fillOval(x, y, 5, 5);
}
}
else
{
for (int i = startY; i < endY; i++)
{
float x = startX + (float)i / m;
float y = i;
g.fillOval(x, y, 5, 5);
}
}

Drawing Program Bug

im programing a small drawing program.
But i have a bug with painting. left, right, does work correct, but top, bottom creates curious images. why? ANyone a idea? Im programming in java.
The Bug: (left normal, right bug) And no it ISNT because mouseevent isnt getting all points. Im drawing all circles between to points i actually get. see the code.
The code for painting:
double m = 0;
int width = draggedX - mouseX;
int height = draggedY - mouseY;
if(draggedX - mouseX != 0){
m = (double) (draggedY - mouseY) / (double) (draggedX - mouseX);
}
if(width > 0){
for(int i = 0; i < width; i++) {
double x = mouseX + i;
double y = mouseY + (m * i);
g.fillOval((int) x, (int) y, 5, 5);
}
}
else if(width < 0){
for(int i = -width; i > 0; i--) {
double x = mouseX - i;
double y = mouseY - (m * i);
g.fillOval((int) x, (int) y, 5, 5);
}
}
else{
if(height > 0){
for(int i = 0; i < height; i++){
g.fillOval(mouseX, (int) i + mouseY, 5, 5);
}
}
else if(height < 0){
for(int i = -height; i > 0; i--){
g.fillOval(mouseX, (int) i - mouseY, 5, 5);
}
}
else{
g.fillOval(mouseX, mouseY, 5, 5);
}
}
Mouse events are tricky, they don't always follow a linear progression. Instead of using oval, I would simple paint lines between each distinct event point. If you need to make the lines thicker, the take a look at Stroke (or BasicStroke in particular)
For example Resize the panel without revalidation
I also have a very bad feeling your a painting directly to the graphics context by using getGraphics instead of using paintComponent
Suppose you draw a nearly vertical line with width = 10 and height = 200. With the given loop you will draw exactly 10 points, which is not enough to cover the entire line.
To fix this you need to check if height > width and in that case plot the points "vertically," iterating along the y-axis.
// when height > width
for(int i = 0; i < height; i++) {
double x = mouseX + i/m;
double y = mouseY + i;
g.fillOval((int) x, (int) y, 5, 5);
}
As you can see the algorithm to plot a single line becomes quite complex. That's why Bresenham's algorithm is such a big deal.

Finding white rectangle in an image

I'm trying to find a white rectangle in an image. The rectangle size is fixed. This is what I've come up as of yet:
BufferedImage bImage = bufferedImage;
int height = bufferedImage.getHeight(); //~1100px
int width = bufferedImage.getWidth(); //~1600px
int neededWidth = width / 2;
int neededHeight = 150;
int x = 0;
int y = 0;
boolean breaker = false;
boolean found = false;
int rgb = 0xFF00FF00;
int fx, fy;
fx = fy = 0;
JavaLogger.log.info("width, height: " + w + ", " + h);
while ((x != (width / 2) || y != (height - neededHeight)) && found == false) {
for (int i = y; i - y < neededHeight + 1; i++) {
for (int j = x; j - x < neededWidth + 1; j++) { //Vareetu buut, ka +1 vajadziigs
//JavaLogger.log.info("x,y: " + j + ", " + i);
long pixel = bImage.getRGB(j, i);
if (pixel != colorWhite && pixel != -1) {
//bImage.setRGB(j, i, rgb);
//JavaLogger.log.info("x,y: " + (j+x) + ", " + (i+y));
breaker = true;
break;
} else {
//bImage.setRGB(j, i, 0xFFFFFF00);
}
//printPixelARGB(pixel);
if ((i - y == neededHeight-10) && j - x == neededWidth-10) {
JavaLogger.log.info("width, height: " + x + ", " + y + "," + j + ", " + i);
fx = j;
fy = i;
found = true;
breaker = true;
break;
}
}
if (breaker) {
breaker = false;
break;
}
}
if (x < (width / 2)) {
x++;
} else {
if (y < (height - neededHeight)) {
y++;
x = 0;
} else {
break;
}
}
//JavaLogger.log.info("width, height: " + x + ", " + y);
}
if (found == true) {
for (int i = y; i < fy; i++) {
for (int j = x; j < fx; j++) {
bImage.setRGB(j, i, 0xFF00FF3F);
}
}
}
JavaLogger.log.info("width, height: " + w + ", " + h);
This works ok, if the rectangle I need is close to the begining of (0;0), but as it get further away, the performance degrades quite severely. I'm wondering, if there's something that can be done?
For example, this search took nearly 8s, which is quite a lot.
I'm thinking, that this can deffinitely be done more effectively. Maybe some blob finding? Read about it, but I've no idea how to apply it.
Also, I'm new to both Java and Image processing, so any help is appreciated.
This is very rough, but successfully finds all the white pixels in the image, more checking can be done to ensure it is the size you want and everything is there but the basics are there.
PS: I have not tested with your image. r and this.rc is picture size and p and this.px is the inner rectangle size
public static void main(String[] args) {
JFrame frame = new JFrame();
final int r = 100;
final int p = 10;
NewJPanel pan = new NewJPanel(r, p, new A() {
#Override
public void doImage(BufferedImage i) {
int o = 0;
for (int j = 0; j < i.getWidth() - p; j++) {
for (int k = 0; k < i.getHeight() - p; k++) {
PixelGrabber pix2 = new PixelGrabber(
i, j, k, p, p, false);
try {
pix2.grabPixels();
} catch (InterruptedException ex) {}
int pixelColor = pix2.getColorModel()
.getRGB(pix2.getPixels());
Color c = new Color(pixelColor);
if (c.equals(Color.WHITE)) {
System.out.println("Found at : x:" + j + ",y:" + k);
}
}
}
}
});
frame.getContentPane().add(pan);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(500, 500);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private interface A {
void doImage(BufferedImage i);
}
private static class NewJPanel extends JPanel {
private static final long serialVersionUID = -5348356640373105209L;
private BufferedImage image = null;
private int px;
private int rc;
private A a;
public NewJPanel(int r, int p, A a) {
this.px = p;
this.rc = r;
this.a = a;
}
public BufferedImage getImage() {
return image;
}
#Override public void paint(Graphics g) {
super.paint(g);
image = new BufferedImage(this.rc, this.rc,
BufferedImage.TYPE_INT_ARGB);
java.awt.Graphics2D g2 = image.createGraphics();
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, this.rc, this.rc);
g2.setColor(Color.WHITE);
g2.fillRect(
new Random().nextInt(this.rc - this.px),
new Random().nextInt(this.rc - this.px),
this.px, this.px);
g.drawImage(image, this.rc, this.rc, this);
this.a.doImage(this.image);
}
}
I'm no expert but I don't think the code is the problem - you need to change your algorithm. I would start by recursively searching for a single white pixel on the 2d plane, something like:
findWhitePixel(square){
look at pixel in the middle of 'square' - if it's white return it, otherwise:
findWhitePixel(top-right-quarter of 'square')
findWhitePixel(top-left-quarter of 'square')
findWhitePixel(bottom-right-quarter of 'square')
findWhitePixel(bottom-left-quarter of 'square')
}
after you find a white pixel try travesing up, down, left and right from it to find the borders on you shape. if it's a given that there can only be rectangles - your done. if there might be other shapes (triangles, circles, etc.) you'll need some verification here.
What you are asking can be solved by the operation known as "erosion". The erosion replaces every pixel by the darkest of all pixels in the rectangle of the requested size at that location (top-left corner). Here, darkest means that non-white supersedes white.
The output of erosion is an image with W-1 columns and H-1 rows less. Any white pixel in it corresponds to a solution.
In the lucky case of a rectangle shape, erosion is a separable operation. This means that you can erode first using an horizontal segment shape, then a vertical segment shape on the output of the first erosion. For a W x H restangle size, this replaces W * H operations by W + H, a significant saving.
In the also lucky case of a binary image (non-white or white), erosion by a segment can be done extremely efficiently: in every row independently, find all contiguous runs of white pixels, and turn the W-1 rightmost ones to non-white. Do the same to all columns, shortening the white runs by H-1 pixels.
Example: find all 3x2 rectangles:
####....####
##.....#..##
#..######...
.....###....
After 3x1 erosion:
####..####
##...#####
#########.
...#####..
After 1x2 erosion:
####.#####
##########
#########.
This algorithms takes constant time per pixel (regardless the rectangle size). Properly implemented, should take a handful of milliseconds.

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