How can I generate Blanking and sync signal based on my code? - c#

I do not know how to generate the Blanking and Sync signal for my PAL signal. I am working directly with pixel values from an image, and putting them into the formulas from the standard.
I took the pixel R, G and B values and computed the luminance Y.
I tried to make the sync and blanking signal manual but with no results.
//load values
float[,] rValues = new float[picture1.Width, picture1.Height];
float[,] gValues = new float[picture1.Width, picture1.Height];
float[,] bValues = new float[picture1.Width, picture1.Height];
using (Bitmap bmp = new Bitmap(picture1))
{
for (int i=0;i<bmp.Width;i++)
{
for(int j=0;j<bmp.Height;j++)
{
Color clr = bmp.GetPixel(i, j);
rValues[i, j] = clr.R;
gValues[i, j] = clr.G;
bValues[i, j] = clr.B;
}
}
}
//changing the matrices into 1d arrays
----------
double[] r = new double[picture1.Height * picture1.Width];
double[] g = new double[picture1.Height * picture1.Width];
double[] b = new double[picture1.Height * picture1.Width];
int k = 0;
for (int i = 0; i < picture1.Height; i++)
{
for (int j = 0; j < picture1.Width; j++)
{
r[k] = rValues[j, i];
g[k] = gValues[j, i];
b[k] = bValues[j, i];
k++;
}
}
// calculating the luminance Y
double[] Y = new double[picture1.Height * picture1.Width];
for (int i=0; i < Y.Length; i++)
{
Y[i] = 0.3 * r[i] + 0.59 * g[i] + 0.11 * b[i];
}
// trying to make a manual signal
double[] sync = new double[135];
for (int i = 0; i < 135; i++)
{
if (i < 17)
{
sync[i] = 0;
}
if (i > 16 && i < 70)
{
sync[i] = -0.3;
}
if (i > 69)
{
sync[i] = 0;
}
}

Related

FFT on an image, using butterfly notation with decimation in spatial domain

I'm trying to implement FFT, using butterfly notation with decimation in spatial domain. I have two separated functions, one to calculate the FFT on 1D array, and the other that applies the first function over columns of the image, puts these columns in a temporary array, and then computes the FFT of rows in the temporary array.
Here is the code
public static Complex[] FFT(Complex[] input)
{
// Get the length of the input array
int n = input.Length;
Complex I = new Complex(0, 1);
// Check if the input has a length of 1
if (n == 1)
{
return input;
}
// Split the input into even and odd elements
Complex[] even = new Complex[n / 2];
Complex[] odd = new Complex[n / 2];
for (int i = 0; i < n; i++)
{
if (i % 2 == 0)
{
even[i / 2] = input[i];
}
else
{
odd[(i - 1) / 2] = input[i];
}
}
// Compute the FFT of the even and odd elements
Complex[] evenFFT = FFT(even);
Complex[] oddFFT = FFT(odd);
// Combine the FFT of the even and odd elements using the butterfly notation
Complex[] output = new Complex[n];
for (int i = 0; i < n / 2; i++)
{
Complex w = Complex.Exp(-2 * I * Math.PI * i / n);
output[i] = evenFFT[i] + w * oddFFT[i];
output[i + n / 2] = evenFFT[i] - w * oddFFT[i];
}
return output;
}
public static Complex[,] FFT2D(Complex[,] input)
{
int N = input.GetLength(0);
int M = input.GetLength(1);
Complex[,] output = new Complex[128, 128];
Complex[,] columnsFFT = new Complex[128, 128];
//Perform FFT over the columns of the input
for(int i = 0; i < M; i++)
{
//Put all the values from i'th column in the tempColumn variable
var tempColumn = new Complex[128];
for(int j = 0; j < N; j++)
{
tempColumn[j] = input[j, i];
}
//Calculate the FFT of i'th column
tempColumn = FFT(tempColumn);
//Assign the column to columnsFFT, after calculating its FFT
for(int z = 0; z < 128; z++)
{
columnsFFT[z, i] = tempColumn[z];
}
}
//Perform FFT over the rows of the columnsFFT
for(int i = 0; i < N; i++)
{
//Put the values from i'th row in tempRow, so we can perform the FFT on its entirety
var tempRow = new Complex[128];
for(int j = 0; j < M; j++)
{
tempRow[j] = columnsFFT[i, j];
}
//Calculate the FFT on tempRow
tempRow = FFT(tempRow);
//Assign the tempRow to the output
for(int z = 0; z < M; z++)
{
if (i == 0)
Console.WriteLine(tempRow[z].Real);
output[i, z] = tempRow[z];
}
}
return output;
}
The problem that i have is that it simply doesn't work, or i think it doesn't, based on the image output i get.
Input image
Output
What is it that i'm doing wrong here?

It's possible to write neural network for different size of training data inputs and outputs

It's possible to write neural network for different size of training data inputs and outputs
for example:
inputs are 1. (1,2,3,4) , 2. (2,3,1), 3. (1,2,3,4,5) and so on...
and the same for outputs 1. (0,0,1,1) 2. (1,1,1) 3. (0,0,1,1,1)
So far I have managed to write the one which only works with the same size of training data which mean that all my training data needs to have the same length.
So far I'm stuck with this
NeuralNetwork net;
int[] layers = new int[3]
{
3/*Always the same*/,
1/*Always the same*/,
3 /*Always the same*/
};
string[] activation = new string[2] { "leakyrelu", "leakyrelu" };
net = new NeuralNetwork(layers, activation);
What I need
NeuralNetwork net1;
int[] layers1 = new int[3]
{
input.Length /*Based on input's Length*/,
1/*Always the same*/,
output.Length /*Based on output's Length*/
};
string[] activation1 = new string[2] { "leakyrelu", "leakyrelu" };
net = new NeuralNetwork(layers, activation);
// BackPropagate
public void BackPropagate(float[] inputs, float[] expected)
{
float[] output = FeedForward(inputs);
cost = 0;
for (int i = 0; i < output.Length; i++) cost += (float)Math.Pow(output[i] - expected[i], 2);
cost = cost / 2;
float[][] gamma;
List<float[]> gammaList = new List<float[]>();
for (int i = 0; i < layers.Length; i++)
{
gammaList.Add(new float[layers[i]]);
}
gamma = gammaList.ToArray();
int layer = layers.Length - 2;
for (int i = 0; i < output.Length; i++)
gamma[layers.Length-1][i] = (output[i] - expected[i]) * activateDer(output[i],layer);
for (int i = 0; i < neurons[layers.Length - 1].Length; i++)
{
biases[layers.Length - 1][i] -= gamma[layers.Length - 1][i] * learningRate;
for (int j = 0; j < neurons[layers.Length - 2].Length; j++)
{
weights[layers.Length - 2][i][j] -= gamma[layers.Length - 1][i] * neurons[layers.Length-2][j] * learningRate;
}
}
for (int i = layers.Length - 2; i > 0; i--)
{
layer = i - 1;
for (int j = 0; j < neurons[i].Length; j++)
{
gamma[i][j] = 0;
for (int k = 0; k < gamma[i+1].Length; k++)
{
gamma[i][j] = gamma[i + 1][k] * weights[i][k][j];
}
gamma[i][j] *= activateDer(neurons[i][j],layer);
}
for (int j = 0; j < neurons[i].Length; j++)
{
biases[i][j] -= gamma[i][j] * learningRate;
for (int k = 0; k < neurons[i-1].Length; k++)
{
weights[i - 1][j][k] -= gamma[i][j] * neurons[i-1][k] * learningRate;
}
}
}
}

fit a line to 3D data with weighted regression

I am trying to calculate a 3D linear regression LINE using the Singular Value Decomposition method (SVD).
This works fine. Now, I'd like to generalise the method for weighted regression.
how to calculate the optimale beta with SVD? Below is my C# code which uses the CSML package. The LinearRegression() function works just fine. WeightedLinearRegression() does not and I assume this is because I cannot just simply define
weighted_mult_mat = M_tr * W * M;
CODE:
public static Vector3D WeightedLinearRegression(List<Point3D> pts, List<double> weights) {
// normalisation
double sum = weights.Sum();
if (sum != weights.Count) {
for (int i = 0; i < weights.Count; i++ ) {
weights[i] = weights[i] / sum;
}
}
Point3D avg = pts.average();
// populate Matrix M
CSML.Matrix M = new CSML.Matrix(pts.Count, 3); // init
// populate matrix M
for (int i = 1; i < pts.Count + 1; i++) {
M[i, 1] = new Complex(pts[i - 1].X - avg.X);
M[i, 2] = new Complex(pts[i - 1].Y - avg.Y);
M[i, 3] = new Complex(pts[i - 1].Z - avg.Z);
}
CSML.Matrix M_tr = M.Transpose();
// populate weights matrix
CSML.Matrix W = new CSML.Matrix(pts.Count, pts.Count); // init
for (int i = 1; i < pts.Count + 1; i++) {
W[i, i] = new Complex(weights[i-1]);
}
// compute matrix
CSML.Matrix weighted_mult_mat = new CSML.Matrix();
weighted_mult_mat = M_tr * W;
weighted_mult_mat = weighted_mult_mat * M;
var weighted_dense_mat = new DenseMatrix(3, 3);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
weighted_dense_mat[i, j] = weighted_mult_mat[i + 1, j + 1].Re;
}
}
var weighted_svd = weighted_dense_mat.Svd(true);
var weighted_vt = weighted_svd.VT;
Vector3D weighted_dirVect = new Vector3D(weighted_vt[0, 0], weighted_vt[0, 1], weighted_vt[0, 2]);
weighted_dirVect.Normalize();
return weighted_dirVect;
}
public static Vector3D LinearRegression(List<Point3D> pts) {
Point3D avg = pts.average();
// populate Matrix M
CSML.Matrix M = new CSML.Matrix(pts.Count, 3); // init
// populate matrix M
for (int i = 1; i < pts.Count + 1; i++) {
M[i, 1] = new Complex(pts[i - 1].X - avg.X);
M[i, 2] = new Complex(pts[i - 1].Y - avg.Y);
M[i, 3] = new Complex(pts[i - 1].Z - avg.Z);
}
CSML.Matrix M_tr = M.Transpose();
CSML.Matrix mult_mat = new CSML.Matrix();
mult_mat = M_tr * M;
var dense_mat = new DenseMatrix(3, 3);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
dense_mat[i, j] = mult_mat[i + 1, j + 1].Re ;
}
}
var svd = dense_mat.Svd(true);
var vt = svd.VT;
Vector3D dirVect = new Vector3D(vt[0, 0], vt[0, 1], vt[0, 2]);
dirVect.Normalize();
return dirVect;
}

3X3 Median Filtering in c# but not working?

Really I'm trying to apply 3X3 Median Filtering by C# and depending on my understanding the concepts of Median Filtering I wrote the following code but when I'm running it the Form hangs. I think have some problem in the last nested for loop but i don't know where is the error or the wrong in applying the Median concepts!
public static Bitmap MedianFiltering(Bitmap bm)
{
List<int> termsList = new List<int>();
Bitmap res, temp;
Color c;
int counter = 0;
//Convert to Grayscale
for (int i = 0; i < bm.Width; i++)
{
for (int j = 0; j < bm.Height; j++)
{
c = bm.GetPixel(i, j);
byte gray = (byte)(.333 * c.R + .333 * c.G + .333 * c.B);
bm.SetPixel(i, j, Color.FromArgb(gray, gray, gray));
}
}
temp = bm;
//applying Median Filtering
for (int i = 0; i <= temp.Width - 3; i++)
for (int j = 0; j <= temp.Height - 3; j++)
{
for (int x = i; x <= i + 2; x++)
for (int y = j; y <= j + 2; y++)
{
c = temp.GetPixel(x, y);
termsList.Add(c.R);
counter++;
}
int[] terms = termsList.ToArray();
Array.Sort<int>(terms);
Array.Reverse(terms);
int color = terms[4];
temp.SetPixel(i + 1, j + 1, Color.FromArgb(color, color, color));
counter = 0;
}
res = temp;
return res;
}
Thanks.
You are not clearing the termsList after each pixel processing. This is causing the list to keep growing. Sorting and reversing the list will keep taking longer and longer times. This will also cause incorrect results since you only want to get the median of the 9 pixels related to the current pixel.
Simply clear the list like this:
...
int[] terms = termsList.ToArray();
termsList.Clear();
...
UPDATE:
I did more optimization for the code:
public static void MedianFiltering(Bitmap bm)
{
List<byte> termsList = new List<byte>();
byte[,] image = new byte[bm.Width,bm.Height];
//Convert to Grayscale
for (int i = 0; i < bm.Width; i++)
{
for (int j = 0; j < bm.Height; j++)
{
var c = bm.GetPixel(i, j);
byte gray = (byte)(.333 * c.R + .333 * c.G + .333 * c.B);
image[i, j] = gray;
}
}
//applying Median Filtering
for (int i = 0; i <= bm.Width - 3; i++)
for (int j = 0; j <= bm.Height - 3; j++)
{
for (int x = i; x <= i + 2; x++)
for (int y = j; y <= j + 2; y++)
{
termsList.Add(image[x, y]);
}
byte[] terms = termsList.ToArray();
termsList.Clear();
Array.Sort<byte>(terms);
Array.Reverse(terms);
byte color = terms[4];
bm.SetPixel(i + 1, j + 1, Color.FromArgb(color, color, color));
}
}
Please note that in your original method, you returned a Bitmap. I removed this.
Please note that temp = bm; does not create a copy of the Bitmap. It is just pointing the temp variable to the same object (that is pointed by bm). So in your original method, you returned the exact object that is passed in the method parameter. To use the new method pass the Bitmap and then the bitmap it self will be modified (this is also true for your method).
This enhanced performance 4 times on my machine.
What I did is mainly read the bitmap data into a byte array instead of using the Bitmap it self to read/write data multiple times.
If you need to further enhance the performance, take a look at this question.

Genetic algorithm - clustering points on screen

Below is the code I wrote for clustering using genetic algorithm. Points are from a picturebox, generated randomly (X,Y) before calling this class. However, the result of this algorithm is much worse than k-means or lbg I'm comparing it to. Can someone take a look for any errors in the algorithm, maybe I omitted something. Thanks.
I did this using arrays, the 2 other I did using lists, but I don't think that should have any impact on result.
public class geneticAlgorithm
{
static int pom = 0;
static PictureBox pb1;
public geneticAlgorithm(PictureBox pb)
{
pb1 = pb;
}
public static void doGA(PointCollection points, int clusterCounter)
//points is a list of points,
//those point have (X,Y) coordinates generated randomly from pictureBox
//coordinates. clusterCounter is how many clusters I want to divide the points into
{
//this part converts list of points into array testtab,
//where each array field hold X,Y of a point
Point[] test = new Point[points.Count];
test = points.ToArray();
double[][] testtab = new double[test.Length][];
for (int i = 0; i < testtab.GetLength(0); i++)
{
testtab[i] = new double[2];
testtab[i][0] = test[i].X;
testtab[i][1] = test[i].Y;
}
//end of converting
int n = testtab.GetLength(0);
int k = clusterCounter;
int chromosomeCount = 500;
int dimensions = 2;
double[][] testClusters = new double[k][];
for (int i = 0; i < k; i++)
{
testClusters[i] = new double[dimensions];
}
double[][] testChromosomes = new double[chromosomeCount][];
for (int i = 0; i < chromosomeCount; i++)
{
testChromosomes[i] = new double[2 * k];
}
int[][] testChromosomesInt = new int[chromosomeCount][];
for (int i = 0; i < chromosomeCount; i++)
{
testChromosomesInt[i] = new int[2 * k];
}
double[] partner = new double[chromosomeCount];
double[][] roulette = new double[chromosomeCount][];
for (int i = 0; i < chromosomeCount; i++)
{
roulette[i] = new double[1];
}
double[][] errors = new double[chromosomeCount][];
for (int i = 0; i < chromosomeCount; i++)
{
errors[i] = new double[1];
}
double crossingPossibility = 0.01;
double mutationPossibility = 0.0001;
int maxIterations = 10000;
//here I create chromosomes and initial clusters
for (int j = 0; j < chromosomeCount; j++)
{
for (int i = 0; i < k; i++)
{
Random rnd = new Random();
int r = rnd.Next(n);
for (int q = 0; q < dimensions; q++)
{
testClusters[i][q] = testtab[r][q];
}
}
int help = 0;
for (int i = 0; i < k; i++)
for (int l = 0; l < dimensions; l++) // here is creation of chromosome
{
testChromosomes[j][help] = testClusters[i][l];
help++;
}
//end
//here I call accomodation function to see which of them are good
errors[j][0] = accomodationFunction(testClusters, testtab, n, k);
//end
//cleaning of the cluster table
testClusters = new double[k][];
for (int i = 0; i < k; i++)
{
testClusters[i] = new double[dimensions];
}
}
//end
for (int counter = 0; counter < maxIterations; counter++)
{
//start of the roulette
double s = 0.0;
for (int i = 0; i < chromosomeCount; i++)
s += errors[i][0];
for (int i = 0; i < chromosomeCount; i++)
errors[i][0] = chromosomeCount * errors[i][0] / s;
int idx = 0;
for (int i = 0; i < chromosomeCount; i++)
for (int j = 0; i < errors[i][0] && idx < chromosomeCount; j++)
{
roulette[idx++][0] = i;
}
double[][] newTab = new double[chromosomeCount][];
for (int i = 0; i < chromosomeCount; i++)
{
newTab[i] = new double[2 * k];
}
Random rnd = new Random();
for (int i = 0; i < chromosomeCount; i++)
{
int q = rnd.Next(chromosomeCount);
newTab[i] = testChromosomes[(int)roulette[q][0]];
}
testChromosomes = newTab;
//end of roulette
//start of crossing chromosomes
for (int i = 0; i < chromosomeCount; i++)
partner[i] = (rnd.NextDouble() < crossingPossibility + 1) ? rnd.Next(chromosomeCount) : -1;
for (int i = 0; i < chromosomeCount; i++)
if (partner[i] != -1)
testChromosomes[i] = crossing(testChromosomes[i], testChromosomes[(int)partner[i]], rnd.Next(2 * k), k);
//end of crossing
//converting double to int
for (int i = 0; i < chromosomeCount; i++)
for (int j = 0; j < 2 * k; j++)
testChromosomes[i][j] = (int)Math.Round(testChromosomes[i][j]);
//end of conversion
//start of mutation
for (int i = 0; i < chromosomeCount; i++)
if (rnd.NextDouble() < mutationPossibility + 1)
testChromosomesInt[i] = mutation(testChromosomesInt[i], rnd.Next(k * 2), rnd.Next(10));
//end of mutation
}
//painting of the found centre on the picture box
int centrum = max(errors, chromosomeCount);
Graphics g = pb1.CreateGraphics();
SolidBrush brush = new SolidBrush(Color.Red);
for (int i = 0; i < 2 * k - 1; i += 2)
{
g.FillRectangle(brush, testChromosomesInt[centrum][i], testChromosomesInt[centrum][i + 1], 20, 20);
}
return;
}
//end of painting
public static int max(double[][] tab, int chromosomeCount)
{
double max = 0;
int k = 0;
for (int i = 0; i < chromosomeCount; i++)
{
if (max < tab[i][0])
{
max = tab[i][0];
k = i;
}
}
return k;
}
public static int[] mutation(int[] tab, int elem, int bit)
{
int mask = 1;
mask <<= bit;
tab[elem] = tab[elem] ^ mask;
return tab;
}
public static double[] crossing(double[] tab, double[] tab2, int p, int k)
{
double[] hold = new double[2 * k];
for (int i = 0; i < p; i++)
hold[i] = tab[i];
for (int i = p; i < 2 * k; i++)
hold[i] = tab2[i];
return hold;
}
//accomodation function, checks to which centre which point belongs based on distance
private static double accomodationFunction(double[][] klastry, double[][] testtab, int n, int k)
{
double Error = 0;
for (int i = 0; i < n; i++)
{
double min = 0;
int ktory = 0;
for (int j = 0; j < k; j++)
{
double dist = distance(klastry[j], testtab[i]);
if (j == 0)
{
min = dist;
}
if (min > dist)
{
min = dist;
ktory = j;
}
}
Error += min;
}
pom++;
return 1 / Error;
}
public static double distance(double[] tab, double[] tab2)
{
double dist = 0.0;
for (int i = 0; i < tab.GetLength(0); i++)
dist += Math.Pow(tab[i] - tab2[i], 2);
return dist;
}
}
The algorithm should work like so: (excuse me if not the best english)
1. Get random points (let's say 100)
2. Check into how many clusters we want to split them (the same thing I would do using k-means for example
3. Get starting population of chromosomes
4. Throu cutting on the roulette, crossing and mutation pick the best x centres, where x is the amount of clusters we want
5. Paint them.
Here are some results, and why I think it's wrong: (it's using 100 points, 5 clusters)
k-means:
lbg:
genetic(without colors now):
I hope this clarifies a bit.

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