Is there a Java graphics library that will rasterize a triangle given the coordinates of the vertices?
I'm trying to analyse the pixel values of an image for the triangular region defined by three points. I have the pixel values in memory, so I just want to figure out which pixels are in the triangle and iterate through them. The order of iteration is irrelevant, so long as I visit each pixel once.
I've done some searching for algorithms, and I think I could implement my own code based on Triangle Rasterization for Dummies, or an Introduction to Software-based Rendering, but I'd feel stupid if I overlooked some library that already implements this.
I briefly looked at getting Java to talk to the GPU, but that seems to be too much hassle.
You can use Polygon Shape to represent the tringle. Then use one of the contains() method passing Point2D or just two doubles params.
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'm attempting to render a hemisphere in java. However, I'm wanting to render the slice that is defined by 2 angles - Azimuth and Elevation. Since I'm defining a slice, I cannot (to my knowledge) use any built in primitives. If the azimuth range is defined 0-360 and the elevation range is defined as 0-70, this will be a hemisphere with an upside-down cone-shaped hole in the top.
When rendering this inside "cone", I have chosen to do it as triangles in 5 degree increments. This means that with a 360 degree cone, there are 73 different vertices (if I did the math correctly: 360/5degree slices with the origin or tip of the cone being shared with all sides, and all other vertices shared by adjacent triangle slices)
My question:
Is it more efficient to render these as a single polygon with with many vertices, or many triangles with only 3 vertices each. If I do a single polygon, will I still have to include all three points for each triangle, or if it is a shared vertex, would I only include it once? Sorry, my graphics rendering knowledge is limited. Also sorry for being so verbose; I'm hoping someone may spot something erroneous in my thought process which may clear things up either way.
First - Use Google to find an algorithm to create a sphere that is not a primitive.
Second - Somewhere down the chain - triangles will be used. Most likely by the underlying library. But for you - it depends upon whether or not you plan to chop up the created region. If you are not going to subdivide the region further I would just make it one polygon. Actually, after thinking about it for a second - you can always divide up the polygon afterwards too. So just make it one polygon.
I thought about it some more and decided to amend this answer. There are two ways you can create a polygon in openGL. You can either create it as a triangular mesh or as an outline polygon. So if you were asking "Should I use a triangular mesh or an outline polygon" I would say use the triangular mesh. It is a lot easier to break up the triangular mesh than a polygon outline since, to break the mesh, all you have to do is to just stop at one of the points, include the last two points in the new object, and continue on down the triangular mesh. An outline polygon requires you to go both left and right around the polygon to locate the two points where the break occurs. If that is clear. If not say so.
Update: 12:05pm
When making a polygon you can use a triangular mesh or a polygon outline. The outline is mainly good for 2D whereas the triangular mesh works in both 2D and 3D systems. If you have any kind of a polygon at all bigger than just three points then it is a good idea to put them all into an array. This allows you to use the built-in routines that take an array and simply go through it to build your polygon. By putting everything into an array you also make it easier on yourself to add new points or remove points or adjust points. All you do is to change the array entry and then call the same routine to draw everything again. (Which should be just a single call to a function.)
I want to detect a circle, rectangle shaped object in an image and read the information from that object. Is there any api in java which will be helpful to me?
Ex: Detect a round shaped coin in a white background and obtain information about that that coin like ( value of a coin, etc.)
Thanks.
Here's an answer to a similar question for C++.
For Java, you can use the OpenCV wrappers. However, once you understand the essence of the approach you should be able to solve your problem using whichever framework is available.
Circles are perfect targets for the Hough transform. Check this out Detect circles with HT and OpenCV
Rectangles are a bit harder since the Hough Transform is not rotation invariant. You can go into edge detection and fast fitting (Fast line and rectangle detection by clustering and grouping)
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.
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.