How to detect Non Moving Blobs from a video?
Let's consider I have a video and a initial background frame bitmap. Is that possible to detect an blob/object which is NOT MOVING ? and draw a rectangle around that Object?
This reminds me of an algorithm to detect forgotten objects on a subway. If I'm not wrong you want to detect objects that are not moving AND that were not on the initial background right? You can apply this approach:
With an initial image like this (couldn't find a truly empty subway image):
And an image with an added static object (the waste can), the subway moving, and a person waiting, probably moving a little:
After a Image>ThresholdDifference (http://www.aforgenet.com/framework/docs/html/322123cf-39df-0ae8-6434-29cceb6a54e1.htm) we will get something like:
Note how the waste can appears along with other objects that were not there. If you apply this similar process several times, let say every 10 seconds and then a Image>Intersect (http://www.aforgenet.com/framework/docs/html/7244211d-e882-09b1-965d-f820375af8be.htm) you will end with something like this after a few minutes:
You can easily get the coordinates of this object with a Image>Connected Component Labeling (http://www.aforgenet.com/framework/docs/html/240525ea-c114-8b0a-f294-508aae3e95eb.htm)
Drawbacks of this approach:
Needs some time (minutes if you take a snapshot every 10 seconds, seconds for more frequent snapshots) to detect the objects.
Will take even more time to detect an object that has a similar color than the background, you can easily notice this drawback in the upper part of the can, which is also white, like the wall.
This is a solution that is in my mind and I'm not sure to works properly:
run any pre-required filters and algorithms to be ready to blob detection.
run the blob detection algorithm and save all the blobs in an array.
find the center, and the area size of each blob.
compare current frame blob's data with previous blobs (their center and sizes)
if the changes was in acceptable range they are the unmoved blobs.
Related
I'm currently trying to implement procedurally generated tilemaps for an overworld. I'm as far as generating noise and building the tilemaps using different ranges within the generated noise. However, they're very crude as each different 'biome' is just one tile. What is the best way to implement the detailing and edges of each biome? e.g flowers/trees/etc spread out in a forest biome, beach-to-water transition tiles between beach and ocean biome, etc.
For some context, I built an engine in MonoGame with a friend of mine. We implemented a chunk loading system for dynamic generation and infinite scrolling with no load screens(not exactly state of the art, I know, but I was proud of it). Each chunk is 50x50 tiles, and there are 9 chunks loaded at any given time. When the player moves chunks in any direction, the chunks on the opposite corner are unloaded and new ones are loaded in the direction the player is walking. Since the player is starting on the opposite of where chunks are being generated, it hasn't been a problem thus far as the maps are big enough that they're done generating by the time the player gets to them. I'm not sure whether the current method I have in mind is going to change this or not.
Anyway, I'm thinking that I need to determine within each biome a specific set of tiles and generate noise for each biome instance to determine placement of 'detail' tiles specific to that biome. For the edges, I'd just loop through each adjacent tile to determine whether it's a different biome. If so, use the transition tile. However, the whole idea seems very inefficient as that's a ton of noise to generate as well as looping through 7500 tiles every time the player moves chunks. I've been trying to think of a better method, but this is my first foray into procedural generation and I haven't been able to find much online that talks about anything more in-depth than generating noise and using that noise to generate chunks of land. Is there a more efficient method I should use or is my next step going to be optimizing? I can't imagine my method is going to be very efficient or practical due to how much I'm going to be looping through every tile. Anyone have any ideas or suggestions? Thanks in advance.
One idea:
Use noise to generate height, temperature, rain, ... for each chunk
Use generated values to determine the biome for each chunk
For each tile interpolate the generated of the surrounding chunks
Use the interpolated values to select ground textures, plants, ...
That should generate smooth borders between biomes and also different chunks with the same biome can have a different feel.
I was thinking about writing a very simple program to compare 2 ARGB array pixel by pixel. Both images are same resolution, taken with the same camera source.
Since the camera is being hold still, I was expecting it's a fairly simple program to compare bitmap source by
Convert every pixel into Gray scale pixel
Literally compare each pixel from position 0 to N.
Have a isClose method to do an approximate +/- 3.
The result is that I have too much error bits. But when taking JPEG out of it and view it with naked eye, they seem to be identical (which is the case).
Why do you think I am seeing so much error when comparing them?
BTW - I am trying a write a very basic version of motion detection.
If you are tracking a known object you can pre-process your images before you compare them. For example, if it's a ball you're tracking and it appears brighter than its surroundings, you can threshold your greyscale image that will produce an image with only black or white. You then detect what are known as "contours" (see openCV documentation). Once you get the contour you are after (the ball) in any image, you can compare the location of it in each successive image. There are some algorithms that help figure out where a moving object will be next so it helps finding it in the next frame.
Without knowing exactly what you are doing, it's hard to give anything concrete.
And I see you're C#...maybe this will help: .Net (dotNet) wrappers for OpenCV?
b/c the pictures are not the same.
each one you pressed the button of the camera a little differently.
the change is "huge" if you compare pixel by pixel.
I'm not an expert on motion detection, but try to compare averages around a pixel - I think it will give you better results.
I am currently working on a project which we have a set of photos of trucks going by a camera. I need to detect what type of truck it is (how many wheels it has). So I am using EMGU to try to detect this.
Problem I have is I cannot seem to be able to detect the wheels using EMGU's HoughCircle detection, it doesn't detect all the wheels and will also detect random circles in the foliage.
So I don't know what I should try next, I tried implementing SURF algo to match wheels between them but this does not seem to work either since they aren't exactly the same, is there a way I could implement a "loose" SURF algo?
This is what I start with.
This is what I get after the Hough Circle detection. Many erroneous detections, has some are not even close to having a circle and the back wheels are detected as a single one for some reason.
Would it be possible to either confirm that the detected circle are actually wheels using SURF and matching them between themselves? I am a bit lost on what I should do next, any help would be greatly appreciated.
(sorry for the bad English)
UPDATE
Here is what i did.
I used blob tracking to be able to find the blob in my set of photos. With this I effectively can locate the moving truck. Then i split the rectangle of the blob in two and take the lower half from there i know i get the zone that should contain the wheels which greatly increases the detection. I will then run a light intensity loose check on the wheels i get. Since they are in general more black i should get a decently low value for those and can discard anything that is too white, 180/255 and up. I also know that my circles radius cannot be greater than half the detection zone divided by half.
In this answer I describe an approach that was tested successfully with the following images:
The image processing pipeline begins by either downsampling the input image, or performing a color reduction operation to decrease the amount data (colors) in the image. This creates smaller groups of pixels to work with. I chose to downsample:
The 2nd stage of the pipeline performs a gaussian blur in order to smooth/blur the images:
Next, the images are ready to be thresholded, i.e binarized:
The 4th stage requires executing Hough Circles on the binarized image to locate the wheels:
The final stage of the pipeline would be to draw the circles that were found over the original image:
This approach is not a robust solution. It's meant only to inspire you to continue your search for answers.
I don't do C#, sorry. Good luck!
First, the wheels projections are ellipses and not circles. Second, some background gradient can easily produce circle-like object so there should be no surprise here. The problem with ellipses of course is that they have 5 DOF and not 3DOF as circles. Note thatfive dimensional Hough space becomes impractical. Some generalized Hough transforms can probably solve ellipse problem at the expense of a lot of additional false alarm (FA) circles. To counter FA you have to verify that they really are wheels that belong to a truck and nothing else.
You probably need to start with specifying your problem in terms of objects and backgrounds rather than wheel detection. This is important since objects would create a visual context to detect wheels and background analysis will show how easy would it be to segment a truck (object) on the first place. If camera is static one can use motion to detect background. If background is relatively uniform a gaussian mixture models of its colors may help to eliminate much of it.
I strongly suggest using:
http://cvlabwww.epfl.ch/~lepetit/papers/hinterstoisser_pami11.pdf
and the C# implementation:
https://github.com/dajuric/accord-net-extensions
(take a look at samples)
This algorithm can achieve real-time performance by using more than 2000 templates (20-30 fps) - so you can cover ellipse (projection) and circle shape cases.
You can modify hand tracking sample (FastTemplateMatchingDemo)
by putting your own binary templates (make them in Paint :-))
P.S:
To suppress false-positives some kind of tracking is also incorporated. The link to the library that I have posted also contains some tracking algortihms like: Discrete Kalman Filter and Particle Filter all with samples!
This library is still under development so there is possibility that something will not work.
Please do not hesitate sending me a message.
I want to write in C# using some graphic library app that will show difference between two pictures as a map of vectors, which will show movement of points.
Something like this is implemented for matlab and is called PIVlab and as a example:
difference between
and
is represented by first image in
I would be very happy to write something similiar in .NET using for instance AForge. Can you help?
What you want is to find the Optical flow. Look here for a C# + emguCV implementation of an optical flow tracker.
An interesting question, are the dots always in view ?
Or is the image not that stable like camera noice.
Is the motion slow or fast > i mean is a pixel within reach between frames ?
Do the pixels move like in a single large group, for example tracking stars
Or do the pixels move more like groups of clouds or birds in the air ?
Or do the pixels move like flees each in various directions ?
Might there be some general suspected movement (like camera driving?)
Could you update your question with such info in your original question.
Because that differs a lot, in most cases its about tracking a near neighbor one might write an outspiraling pixel check for each pixel (or just for easy programming from small rectangle to large rectangle
That might not be fast dough its best for the flees example
I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite.
From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation.
I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)
For up to hundreds of units, it should be fast enough to simply do a linear search O(n) over all the units in the world if the click regions are circles or rectangles. Especially seeing as it will be once per click, not once per frame.
If your units are not circular or rectangular, check against a bounding circle or rectangle first, and if that passes check against the more complicated bounding shape.
For a more detailed answer, here's my answer to a similar question about space partitioning. There I mention bucketed grids and quadtrees as potential structures for performance optimisation.
But you should never do performance optimisation until you have tested and actually do have a performance problem!
If you have a class that manages drawabel objects you could have a static int that you increase every time you make a new object, and save the old one as a local instance of Color in the drawabel object. You can then use the .Net type converter to make its to bye arrays and back, dont remember its name and im on my phoneon a train so can't check for you im afraid.
When you build the color from the byte array just remember to max the alpha channel, and if you happen to get too many objects you might overrun the indexes you can use.. not sure what to do then... probably have all your objects reaquire new colors from 0:0:0:255 again since hopefully some old ones are no longer in use :P
Not sure i made alot of sense but since im on a train thats all i can give you, sorry :)
You could use pixel perfect picking, which scales very well to massive numbers of objects (and has the advantage of being pixel perfect).
Essentially you render your scene using a unique colour for each object. Then you resolve the backbuffer into a texture and get the texture data back, finally you can simply check the pixel underneath the mouse and find out which object the mouse is on.
You can be clever about the information you get back, you can request just the single pixel the mouse is on top of.
Color[] pixel = new Color[1];
texture.GetData(pixel, mousePosition.Y * texture.Width + mousePosition.x, 1);
//pixel[0] == colour of the item the mouse is over. You can now look this up in a dictionary<Color, item>
You should be careful not to stall the pipeline by doing this (causing the CPU to wait for the GPU to render things). The best way to do this is to swap between 2 render targets, and always GetData from the render target you used last frame, this means the data is a frame out of date, but no human has fast enough reactions to notice.
Addendum in response to your comment.
To assign a unique colour to each object, simply increment a byte for each object. When that byte overflows, increment another, and when that one overflows increment another; Then you can use those three bytes as Red, Green and Blue. Remeber to keep alpha at max value, you don't want any see through objects!
To resolve the backbuffer is slightly changed in XNA4. Now you must render to a rendertarget and resolve that. To do this is pretty simple, and outlined by Shawn Hargreaves here