Additive Color Mixing (Blending) of images in Universal Windows XAML - xaml

I have a image of a scene with default lighting. Let's call this image_baseline.
I have another image of the same scene, but an extra red spot light is added. Let's call this image_with_extra_red. Some surfaces show a lot of red, while other surfaces remain unchanged since the red spot light does not uniformly light the scene. No place in this picture is darker than the original since the default lighting was not removed, just a red spot is added.
I have another image of the same screen, but extra green light is added just like the above. Let's call this image_extra_green.
Likewise, I have image_extra_blue.
Now I have 3 variables. Percent_of_extra_red, percent_of_extra_green, percent_of_extra_blue.
I would like to add to image_baseline the proportions of the extra color lighting.
Pseudo code :
red_adder = image_with_extra_red - image_baseline; // now red_adder contains only the incremental effect of the red light
green_adder = image_with_extra_green - image_baseline;
blue_adder = image_with_extra_blue - image_baseline;
new_picture = image_baseline + (Percent_of_extra_red * red_adder ) + (Percent_of_extra_green * green_adder ) + (Percent_of_extra_blue * blue_adder )
The purpose of the above is to allow the user to control the intensity of the added red, green or blue spot light.
Hoping this can be done by overlaying 4 pictures in XAML and binding 3 variables Percent_of_extra_red , Percent_of_extra_green, and blue.
If it makes it easier, red_adder, green_adder, and blue_adder can be constructed offline with some graphic sw.

Related

change CAMetalLayer background color

My CAMetalLayer background color is black, even if i'm assigning new color as the backgroundColor property.
Am i missing something? Thanks!
Link to the original project :
https://github.com/audiokit/MetalParticles
This project takes a rather unconventional approach to clearing the drawable's texture each frame: it replaces the textures contents with an array of zeros that is the same size as the texture (width * height * 4). Subsequently, it encodes some compute work that actually draws the particles. This is almost certainly not the most efficient way to achieve this effect, but if you want to make the smallest change that could possibly work (as opposed to experimenting with making the code as efficient as possible), Just fill the blankBitmapRawData array with your desired clear color (near line 82 of ParticleLab.swift).
I have gone through your code and can not see a place where you are setting background Color.
The metal layer is added as a sublayer to it, so you have to set it explicitly.
Add this line at the end of your init method in ParticialLab class and see if it works.
self.backgroundColor = UIColor.redColor().CGColor
I found that self.isOpaque = false was needed on the layer.

JSX (Photoshop) - document resolution in dpi

I'm working with a jsx script in Photoshop that resizes images to a specific size. The resolution is set at 200 dpi. After running the script, I can check this under Image > Image Size.
Problem is, depending on the image, it initially tends to show the resolution in dots/cm instead of dots/inch. The number itself is correct either way, but I'd like to see it mentioned there as the latter. Is there a way to realize this in JSX?
Thanks!
J
The easy way is to open your Info Panel by going to Window > Info, and then click on the x/y coordinates dropdown in the Info Panel and select inches. The dropdown is the + toward the lower-left of the panel, with the little down arrow at the bottom right of the + symbol (The plus is actually an x axis and y axis representing a coordinate plane). After that, when you check under Image > Image Size, it should show you all information in inches instead of centimeters. This should also show you inches anywhere else you look in Photoshop's interface, too, such as the rulers.
An exception would be that when using selection tools, such as the marquee tool with a setting like "fixed size" selected, you can override the units setting by typing in another unit in the Width and Height sections at the top of the window. You can even mix and match units, making a precise selection that is, for example, exactly 250 pixels (px in the Width setting) by 30 points (pt in the Height setting). And when you check your image size, it should still show you results in inches.
And finally, to answer your question as it was asked, the following code will change your rulerUnits preference without opening the Info Panel.
#target Photoshop
preferences.rulerUnits = Units.INCHES;
Note that if you want to write other scripts, you can change the rulerUnits to whatever units the script calls for, and then at the end of the script put your units back the way you had them.
#target Photoshop
// Save the original rulerUnits setting to a variable
var originalRulerUnits = preferences.rulerUnits;
// Change the rulerUnits to Inches
preferences.rulerUnits = Units.INCHES;
//
// Do magical scripty stuff here...
//
// Restore the original setting
preferences.rulerUnits = originalRulerUnits;
// List of rulerUnits settings available
// Units.CM
// Units.INCHES
// Units.MM
// Units.PERCENT
// Units.PICAS
// Units.PIXELS
// Units.POINTS

DirectX 11.1 Disable the depth buffer

This question relates to a previous question I have asked.
I have a series of 48 textures on flat square meshes that I am rendering and they all combine to form one "scene." They each have a large percentage of of transparency with one or two smaller images, and when they are line up, I should be able to see the full scene. I expected this would work without much issue, but when when I went to test it, I see the top-most texture, and then anywhere it would have transparency, it is just the clear color.
At first, I thought it was an issue with how I was loading the image and somehow was disabling the alpha, but after playing around with the clear color, I realized that there was some transparency.
Second, I tried was to enable blending - this works if all the textures get combined on a single z plane.
I have posted my image loading and blending code on the question I linked to above.
Now I am starting to think it may be an issue with the depth buffer, so I added the following code to my window dependent resources:
Microsoft::WRL::ComPtr<ID3D11DepthStencilState> DepthDefault;
D3D11_DEPTH_STENCIL_DESC depthstencilDesc;
ZeroMemory(&depthstencilDesc, sizeof(depthstencilDesc));
depthstencilDesc.DepthEnable = FALSE;
depthstencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthstencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthstencilDesc.StencilEnable = FALSE;
depthstencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthstencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthstencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthstencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthstencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthstencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthstencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthstencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
DX::ThrowIfFailed( direct3d.device->CreateDepthStencilState(&depthstencilDesc, DepthDefault.GetAddressOf() ) );
direct3d.context->OMSetDepthStencilState(DepthDefault.Get(), 0);
Even with this code, I am only seeing the topmost layer. Am I missing something, or am I setting something incorrectly?
Edit: To visualize the problem, it's as if I had 48 panes of glass that are all the same size and they are all in a row. Each piece of glass has one image somewhere on it. When you look through all the glass panes, you get one extra awesome image of all the smaller images combined. For me, directx or the pixel shader is only drawing the first glass pane and filling all the transparency of the first pane with the clear/background color.
Edit: The code I'm using to create the depthstencilview:
CD3D11_TEXTURE2D_DESC depthStencilDesc( DXGI_FORMAT_D24_UNORM_S8_UINT, backBufferDesc.Width, backBufferDesc.Height, 1, 1, D3D11_BIND_DEPTH_STENCIL );
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed( direct3d.device->CreateTexture2D( &depthStencilDesc, nullptr, &depthStencil ) );
auto viewDesc = CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed( direct3d.device->CreateDepthStencilView( depthStencil.Get(), &viewDesc, &direct3d.depthStencil ) );
That code is literally right above my depth test/ D3D11_DEPTH_STENCIL_DESC code. I'm presuming that this creates the depth code.
I think you might need to sort the order in which you render your vertices if you want to render semi-transparencies with a depth buffer. If you don't want to use a depth buffer - perhaps just don't define/create/set it?

The best way to change background color in image in Cocoa

Little description:
I get an image from my scanner using Capture Core Framework and background color is gray. So I want to do white background.
I'm looking for best way to remove this color. I looked at Image Core Filters. And as I understood I should use those ones, but I couldn't find included/ready filterfor this task. So, Do I have to write it myself?
It means to remove color I should write my own filter and apply it to my images? Right? Thank you.
UPD: I develop for Mac os
Why not just simply change the brightness of your image? If this gray background color value is fixed then you can increase the brightness a little bit, as a preprocess step, until you're satisfied.
A filter isn't quite the right tool for the job here. Filters apply a colour-shifting algorithm, pixel by pixel, to all of the pixels in an image.
This would be appropriate in your case if there was something completely unique about the pixels that you want to turn to white. For example, if the background you wish to eliminate was in a very narrow colour range that did not occur in any other part of the image. This is the technique used in greenscreen/bluescreen filming, which only works if that green or blue colour does not occur anywhere in the image regions you want to keep.
But - as you say in one of your comments - you cannot do this as that grey level you want to get rid of will not be unique to the background, so any filter you apply that would pick out those pixes may also affect pixels in the scanned subjectmatter.
What you really need is a way to select a region of interest and apply a filter to that region alone. You could use openCV for this. In fact it has a function that can achieve your result in one go:
http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html?highlight=floodfill#int
floodFill(InputOutputArray image, //image to process
Point seedPoint, //starting pixel
Scalar newVal, //New value of the repainted domain pixels
Rect* rect, //optional output param (you won't need it)
Scalar loDiff, //max lower brightness/colour diff to select
Scalar upDiff, //max upper brightness/colour diff to select
int flags) //you want FLOODFILL_FIXED_RANGE
This function starts from a seedPoint, which should be any pixel that you can guarantee will be a part of the background grey you want to eliminate. (0,0) might work for you. It then interrogates neighbouring pixels, including them in the ROI array if they are sufficiently similar. The resulting array is a connected region. If your background grey uniformly falls between loDiff and upDiff - and your subject scan has a defined edge which does NOT fall into this range, you will get your result - selection and remapping of all background pixels to newVal (white).

Zedgraph textobj X location depends on text length?

I have a Zedgraph textobj which I want to place always in the same x, y position (ASP.NET image). I noticed that the text doesn't always show in the same starting x position. It shifts depending on the text's length. I tried to have the text to have the same length by padding it with spaces. It helped a little but the result is not always consistent. I am using PaneFraction for coordType.
What's the proper method to have a piece of text to always show in the same x position. I am using textobj as a title because the native title property always shows up centered and I need my title be left aligned to the graph.
No, it does not depend on text lenght, however...
It depends on various other things:
Horizontal and vertical align of the text box (see: Location )
Current size of the pane. The font size is scaled dynamically to fit the changing size of the chart.
Counting proper positions to have TextObj (or any other object) always at the same place is quite hard. So you need avoid as much as you can any numbers/fractions in your location coordinates. ZedGraph sometimes calculates the true position in quite odd way then.
You haven't provided any code, so it's hard to tell if and where you made the mistake (if any). But, if I were you, I would do something like that:
TextObj fakeTitle = new TextObj("some title\n ", 0.0, 0.0); // I'm using \n to have additional line - this would give me some space, margin.
fakeTitle.Location.CoordinateFrame = CoordType.ChartFraction;
fakeTitle.Location.AlignH = AlignH.Left; // Left align - that's what you need
fakeTitle.Location.AlignV = AlignV.Bottom; // Bottom - it means, that left bottom corner of your object would be located at the left top corner of the chart (point (0,0))
fakeTitle.FontSpec.Border.IsVisible = false; // Disable the border
fakeTitle.FontSpec.Fill.IsVisible = false; // ... and the fill. You don't need it.
zg1.MasterPane[0].GraphObjList.Add(fakeTitle);
I'm using ChartFraction coordinates instead of PaneFraction (as drharris suggests) coordinates to have the title nicely aligned with the left border of the chart. Otherwise it would be flushed totally to the left side (no margin etc...) - it looks better this way.
But make sure you didn't set too big font size - it could be clipped at the top
Are you using this constructor?
TextObj(text, x, y, coordType, alignH, alignV)
If not, then be sure you're setting alignH to AlignH.Left and alignV to AlignV.Top. Then X and Y should be 0, 0. PaneFraction for the coordType should be the correct option here, unless I'm missing your intent.
Alternatively, you can simply download Zedgraph code, edit it to Left-align the title (or even better, provide an option for this, which should have been done originally), and then use it in production. Beauty of open source.