How to link two ROIs on two different images - dm-script

I wrote a little program that copies the frame and position of a ROI from an image to an other image of the same size.
What I want to do now is to connect the two ROIs in way that when I move one ROI the other one is moving accordingly.
On Dave's mitchell DM scripting website, I found that he used the function ConnectObject. but he does not explain how it works.
I read the DM3's documentation and I couldn't find any information about that function.

There are two concepts here which would work. You can use one of two methods:
1) Use "ConnectObject" to attach some functionality to when a ROI is moved, i.e. when you move ROI 1 it "triggers" code which you can use to update other rois.
2) Use "ImageDisplayListeners" to attach functionality to when any ROI on a specific imageDisplay is moved,
i.e. when a ROI an image A is moved it triggers code which you can use to update other rois.
You will find example code in this answer.

For simple things there is another option:
Adding the identical ROI to more than one image-display:
In this case, the ROIs are "linked" automatically, because they really are only a single object in memory (but displayed on two displays.) Changing one will change the other.
However, this linkage is "lost" if you save/load the images, because when you load the image, all ROIs (in memory) are newly created. Here is some simple example code:
image img1, img2
GetTwoLabeledImagesWithPrompt("Select two images of same size.", "Select", "Source", img1, "Destination", img2 )
imageDisplay disp1 = img1.ImageGetImageDisplay( 0 )
imageDisplay disp2 = img2.ImageGetImageDisplay( 0 )
number nR = disp1.ImageDisplayCountROIs()
for ( number i = 0; i<nR; i++ )
{
ROI theROI = disp1.ImageDisplayGetROI(i)
disp2.ImageDisplayAddROI(theROI)
}

Related

createjs combine 2 shapes in a mask

I have a symbol S1 with two shapes (lets say sh0 and sh1). On the stage I have an instance of another symbol mc. At run time, I will create an instance mc1 of the symbol S1. Using createjs, how can I use mc1 as a mask for mc?
I assume when you say "symbol", you mean a graphic or MovieClip in Adobe Animate. Unfortunately, you can only use a CreateJS "Shape" as a mask directly. There are a few options:
Combine the shapes into one yourself.
Combine the instructions. This is a bit dirty, but you could in theory concat the graphic instructions from one shape into another. I suspect this would have issues if the Shape instances have different x/y positions.
symbol.shape1.graphics._instructions.concat(symbol.shape2.graphics._instructions);
Cache the symbol as use it as a Mask with AlphaMaskFilter. The example in the documents should get you what you want.
var box = yourSymbol;
box.cache(0, 0, 100, 100);
var bmp = new createjs.Bitmap("path/to/image.jpg");
bmp.filters = [
new createjs.AlphaMaskFilter(box.cacheCanvas)
];
bmp.cache(0, 0, 100, 100);
The 3rd is probably your best option, but it is limiting and can be performance intensive due to the use of the filter (especially if content changes and you have to update it constantly).
Feel free to post more details on what you are working with in order to get a better recommendation.
Cheers.

Maya: Having trouble writing a script to cut a mesh into equal pieces

I want to split a mesh into sections based on a number of vertices. Essentially, I want a mesh cut into sections of 300 verts each with a remainder section of whatever is left over.
I've done this for the most part (i can get verts/faces, etc) but I'm having trouble figuring a graceful way of iterating through the extracted meshes.
I'm using polyChipOff which has no return value for the faces it chipped, so it's entirely new objects that are created that i have no handle to so i can't just continue chipping away from the previous piece as it no longer exists.
Any advice on how to go about this better?
I've thought of either iterating through all meshes in the scene for new ones (cache them at the start) or using a scriptJob to detect new objects being made. Both of those seem very hacky so was curious if anyone had advice.
You can try this method:
import maya.cmds as cmds
shape = cmds.listRelatives(p=True)
object = cmds.listRelatives(a, p=True)
selectedFace = cmds.ls(sl=True)
cmds.select(object[0] + '.f[:]', tgl=True)
unselecetedFace = cmds.ls(sl=True)
duplicated = cmds.duplicate(object, un=True)[0]
cmds.delete(duplicated, ch=True)
cmds.delete(selectedFace)
for i in range(len(unselecetedFace)):
unselecetedFace[i] = unselecetedFace[i].replace(object[0],duplicated)
cmds.delete(unselecetedFace)
cmds.select(duplicated)

Does vkCmdCopyImageToBuffer work when source image uses VK_IMAGE_TILING_OPTIMAL?

I have read (after running into the limitation myself) that for copying data from the host to a VK_IMAGE_TILING_OPTIMAL VkImage, you're better off using a VkBuffer rather than a VkImage for the staging image to avoid restrictions on mipmap and layer counts. (Here and Here)
So, when it came to implementing a glReadPixels-esque piece of functionality to read the results of a render-to-texture back to the host, I thought that reading to a staging VkBuffer with vkCmdCopyImageToBuffer instead of using a staging VkImage would be a good idea.
However, I haven't been able to get it to work yet, I'm seeing most of the intended image, but with rectangular blocks of the image in incorrect locations and even some bits duplicated.
There is a good chance that I've messed up my synchronization or layout transitions somewhere and I'll continue to investigate that possibility.
However, I couldn't figure out from the spec whether using vkCmdCopyImageToBuffer with an image source using VK_IMAGE_TILING_OPTIMAL is actually supposed to 'un-tile' the image, or whether I should actually expect to receive a garbled implementation-defined image layout if I attempt such a thing.
So my question is: Does vkCmdCopyImageToBuffer with a VK_IMAGE_TILING_OPTIMAL source image fill the buffer with linearly tiled data or optimally (implementation defined) tiled data?
Section 18.4 describes the layout of the data in the source/destination buffers, relative to the image being copied from/to. This is outlined in the description of the VkBufferImageCopy struct. There is no language in this section which would permit different behavior from tiled images.
The specification even has pseudo code for how copies work (this is for non-block compressed images):
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
texelSize = <texel size taken from the src/dstImage>;
address of (x,y,z) = region->bufferOffset + (((z * imageHeight) + y) * rowLength + x) * texelSize;
where x,y,z range from (0,0,0) to region->imageExtent.width,height,depth}.
The x,y,z part is the location of the pixel in question from the image. Since this location is not dependent on the tiling of the image (as evidenced by the lack of anything stating that it would be), buffer/image copies will work equally on both kinds of tiling.
Also, do note that this specification is shared between vkCmdCopyImageToBuffer and vkCmdCopyBufferToImage. As such, if a copy works one way, it by necessity must work the other.

OpenCV - Variable value range of trackbar

I have a set of images and want to make a cross matching between all and display the results using trackbars using OpenCV 2.4.6 (ROS Hydro package). The matching part is done using a vector of vectors of vectors of cv::DMatch-objects:
image[0] --- image[3] -------- image[8] ------ ...
| | |
| cv::DMatch-vect cv::DMatch-vect
|
image[1] --- ...
|
image[2] --- ...
|
...
|
image[N] --- ...
Because we omit matching an image with itself (no point in doing that) and because a query image might not be matched with all the rest each set of matched train images for a query image might have a different size from the rest. Note that the way it's implemented right I actually match a pair of images twice, which of course is not optimal (especially since I used a BruteForce matcher with cross-check turned on, which basically means that I match a pair of images 4 times!) but for now that's it. In order to avoid on-the-fly drawing of matched pairs of images I have populated a vector of vectors of cv::Mat-objects. Each cv::Mat represents the current query image and some matched train image (I populate it using cv::drawMatches()):
image[0] --- cv::Mat[0,3] ---- cv::Mat[0,8] ---- ...
|
image[1] --- ...
|
image[2] --- ...
|
...
|
image[N] --- ...
Note: In the example above cv::Mat[0,3] stands for cv::Mat that stores the product of cv::drawMatches() using image[0] and image[3].
Here are the GUI settings:
Main window: here I display the current query image. Using a trackbar - let's call it TRACK_QUERY - I iterate through each image in my set.
Secondary window: here I display the matched pair (query,train), where the combination between the position of TRACK_QUERY's slider and the position of the slider of another trackbar in this window - let's call it TRACK_TRAIN - allows me to iterate through all the cv::Mat-match-images for the current query image.
The issue here comes from the fact that each query can have a variable number of matched train images. My TRACK_TRAIN should be able to adjust to the number of matched train images, that is the number of elements in each cv::Mat-vector for the current query image. Sadly so far I was unable to find a way to do that. The cv::createTrackbar() requires a count-parameter, which from what I see sets the limit of the trackbar's slider and cannot be altered later on. Do correct me if I'm wrong since this is exactly what's bothering me. A possible solution (less elegant and involving various checks to avoid out-of-range erros) is to take the size of the largest set of matched train images and use it as the limit for my TRACK_TRAIN. I would like to avoid doing that if possible. Another possible solution involves creating a trackbar per query image with the appropriate value range and swap each in my secondary windows according to the selected query image. For now this seems to be the more easy way to go but poses a big overhead of trackbars not to mention that fact that I haven't heard of OpenCV allowing you to hide GUI controls. Here are two example that might clarify things a little bit more:
Example 1:
In main window I select image 2 using TRACK_QUERY. For this image I have managed to match 5 other images from my set. Let's say those are image 4, 10, 17, 18 and 20. The secondary window updates automatically and shows me the match between image 2 and image 4 (first in the subset of matched train images). TRACK_TRAIN has to go from 0 to 4. Moving the slider in both directions allows me to go through image 4, 10, 17, 18 and 20 updating each time the secondary window.
Example 2:
In main window I select image 7 using TRACK_QUERY. For this image I have managed to match 3 other images from my set. Let's say those are image 0, 1, 11 and 19. The secondary window updates automatically and shows me the match between image 2 and image 0 (first in the subset of matched train images). TRACK_TRAIN has to go from 0 to 2. Moving the slider in both directions allows me to go through image 0, 1, 1 and 19 updating each time the secondary window.
If you have any questions feel free to ask and I'll to answer them as well as I can. Thanks in advance!
PS: Sadly the way the ROS package is it has the bare minimum of what OpenCV can offer. No Qt integration, no OpenMP, no OpenGL etc.
After doing some more research I'm pretty sure that this is currently not possible. That's why I implemented the first proposition that I gave in my question - use the match-vector with the most number of matches in it to determine a maximum size for the trackbar and then use some checking to avoid out-of-range exceptions. Below there is a more or less detailed description how it all works. Since the matching procedure in my code involves some additional checks that does not concern the problem at hand, I'll skip it here. Note that in a given set of images we want to match I refer to an image as object-image when that image (example: card) is currently matched to a scene-image (example: a set of cards) - top level of the matches-vector (see below) and equal to the index in processedImages (see below). I find the train/query notation in OpenCV somewhat confusing. This scene/object notation is taken from http://docs.opencv.org/doc/tutorials/features2d/feature_homography/feature_homography.html. You can change or swap the notation to your liking but make sure you change it everywhere accordingly otherwise you might end up with a some weird results.
// stores all the images that we want to cross-match
std::vector<cv::Mat> processedImages;
// stores keypoints for each image in processedImages
std::vector<std::vector<cv::Keypoint> > keypoints;
// stores descriptors for each image in processedImages
std::vector<cv::Mat> descriptors;
// fill processedImages here (read images from files, convert to grayscale, undistort, resize etc.), extract keypoints, compute descriptors
// ...
// I use brute force matching since I also used ORB, which has binary descriptors and HAMMING_NORM is the way to go
cv::BFmatcher matcher;
// matches contains the match-vectors for each image matched to all other images in our set
// top level index matches.at(X) is equal to the image index in processedImages
// middle level index matches.at(X).at(Y) gives the match-vector for the Xth image and some other Yth from the set that is successfully matched to X
std::vector<std::vector<std::vector<cv::DMatch> > > matches;
// contains images that store visually all matched pairs
std::vector<std::vector<cv::Mat> > matchesDraw;
// fill all the vectors above with data here, don't forget about matchesDraw
// stores the highest count of matches for all pairs - I used simple exclusion by simply comparing the size() of the current std::vector<cv::DMatch> vector with the previous value of this variable
long int sceneWithMaxMatches = 0;
// ...
// after all is ready do some additional checking here in order to make sure the data is usable in our GUI. A trackbar for example requires AT LEAST 2 for its range since a range (0;0) doesn't make any sense
if(sceneWithMaxMatches < 2)
return -1;
// in this window show the image gallery (scene-images); the user can scroll through all image using a trackbar
cv::namedWindow("Images", CV_GUI_EXPANDED | CV_WINDOW_AUTOSIZE);
// just a dummy to store the state of the trackbar
int imagesTrackbarState = 0;
// create the first trackbar that the user uses to scroll through the scene-images
// IMPORTANT: use processedImages.size() - 1 since indexing in vectors is the same as in arrays - it starts from 0 and not reducing it by 1 will throw an out-of-range exception
cv::createTrackbar("Images:", "Images", &imagesTrackbarState, processedImages.size() - 1, on_imagesTrackbarCallback, NULL);
// in this window we show the matched object-images relative to the selected image in the "Images" window
cv::namedWindow("Matches for current image", CV_WINDOW_AUTOSIZE);
// yet another dummy to store the state of the trackbar in this new window
int imageMatchesTrackbarState = 0;
// IMPORTANT: again since sceneWithMaxMatches stores the SIZE of a vector we need to reduce it by 1 in order to be able to use it for the indexing later on
cv::createTrackbar("Matches:", "Matches for current image", &imageMatchesTrackbarState, sceneWithMaxMatches - 1, on_imageMatchesTrackbarCallback, NULL);
while(true)
{
char key = cv::waitKey(20);
if(key == 27)
break;
// from here on the magic begins
// show the image gallery; use the position of the "Images:" trackbar to call the image at that position
cv::imshow("Images", processedImages.at(cv::getTrackbarPos("Images:", "Images")));
// store the index of the current scene-image by calling the position of the trackbar in the "Images:" window
int currentSceneIndex = cv::getTrackbarPos("Images:", "Images");
// we have to make sure that the match of the currently selected scene-image actually has something in it
if(matches.at(currentSceneIndex).size())
{
// store the index of the current object-image that we have matched to the current scene-image in the "Images:" window
int currentObjectIndex = cv::getTrackbarPos("Matches:", "Matches for current image");
cv::imshow(
"Matches for current image",
matchesDraw.at(currentSceneIndex).at(currentObjectIndex < matchesDraw.at(currentSceneIndex).size() ? // is the current object index within the range of the matches for the current object and current scene
currentObjectIndex : // yes, return the correct index
matchesDraw.at(currentSceneIndex).size() - 1)); // if outside the range show the last matched pair!
}
}
// do something else
// ...
The tricky part is the trackbar in the second window responsible for accessing the matched images to our currently selected image in the "Images" window. As I've explained above I set the trackbar "Matches:" in the "Matches for current image" window to have a range from 0 to (sceneWithMaxMatches-1). However not all images have the same amount of matches with the rest in the image set (applies tenfold if you have done some additional filtering to ensure reliable matches for example by exploiting the properties of the homography, ratio test, min/max distance check etc.). Because I was unable to find a way to dynamically adjust the trackbar's range I needed a validation of the index. Otherwise for some of the images and their matches the application will throw an out-of-range exception. This is due to the simple fact that for some matches we try to access a match-vector with an index greater than it's size minus 1 because cv::getTrackbarPos() goes all the way to (sceneWithMaxMatches - 1). If the trackbar's position goes out of range for the currently selected vector with matches, I simply set the matchDraw-image in "Matches for current image" to the very last in the vector. Here I exploit the fact that the indexing can't go below zero as well as the trackbar's position so there is not need to check this but only what comes after the initial position 0. If this is not your case make sure you check the lower bound too and not only the upper.
Hope this helps!

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?