Work with matrix in emgu cv - c#

I have a matrix (2D) of an image in EMGU cv,how can I fill the rest of the matrix with zeros but keep a certain area(rectangle) with the original data?

Method 1
One way to achieve what your after is to access the Data of the Matrix directly and set the values to '0' the following code will set the lower quarter of 'My_Matrix' to 0 where all other values will remain 20.
Matrix<double> My_Matrix_Image = new Matrix<double>(8,10);
My_Matrix_Image.SetValue(20); //set all values of Matrix to 20
for(int i = 4; i< My_Matrix_Image.Height; i++)
{
for (int j = 5; j < My_Matrix_Image.Width; j++)
{
My_Matrix_Image.Data[i,j] = 0;
}
}
To achieve what you wanted from your comment you must still take the same approach My_Matrix_Image would contain your image data values from 0-255 I will give solutions for both greyscale and colour images. I will keep the first 30 rows of the image and set the rest to zero the image will be 100x100 pixels in size. Change j = 30 to alter the amount of rows.
First Colour Image Matrix there will be 3 channels Red, Green and Blue:
for(int i = 0; i< My_Matrix_Image.Height; i++)
{
for (int j = 30; j < My_Matrix_Image.Width; j++)
{
My_Matrix_Image.Data[i,j,0] = 0; //RED
My_Matrix_Image.Data[i,j,1] = 0; //GREEN
My_Matrix_Image.Data[i,j,2] = 0; //BLUE
}
}
Greyscale Image Matrices are easier as there will be 1 channel:
for(int i = 0; i< My_Matrix_Image.Height; i++)
{
for (int j = 30; j < My_Matrix_Image.Width; j++)
{
My_Matrix_Image.Data[i,j,0] = 0;
}
}
Now lets assume you want to keep the Middle 40 Rows you will have to add an additional loop remember this is the only way with a Matrix I have only provided the colour image example as you can see it starts getting a little messy and Method 2 may be better:
for(int i = 0; i< My_Matrix_Image.Height; i++)
{
//LOOP 1 SET THE FRONT ROWS
for (int j = 0; j<40; j++)
{
My_Matrix_Image.Data[i,j,0] = 0; //RED
My_Matrix_Image.Data[i,j,1] = 0; //GREEN
My_Matrix_Image.Data[i,j,2] = 0; //BLUE
}
// LOOP 2 SET THE BACK ROWS
for (int j = 60; j < My_Matrix_Image.Width; j++)
{
My_Matrix_Image.Data[i,j,0] = 0; //RED
My_Matrix_Image.Data[i,j,1] = 0; //GREEN
My_Matrix_Image.Data[i,j,2] = 0; //BLUE
}
}
Method 2
Now lets assume you do want to keep a rectangle of data. Creating 6 Loops is complex and inefficient so here is what you could do.
//Make a Blank Copy of your Image this will be automatically full of zeros
Matrix<double> My_Image_Copy = My_Image_Matrix.CopyBlank();
//Now copy the data you want to keep from your original image into you blank copy
for(int i = 40; i< 60; i++)
{
for (int j = 40; j < 60; j++)
{
My_Image_Copy.Data[i,j,0] = My_Matrix_Image.Data[i,j,0]; //RED
My_Image_Copy.Data[i,j,1] = My_Matrix_Image.Data[i,j,1]; //GREEN
My_Image_Copy.Data[i,j,2] = My_Matrix_Image.Data[i,j,2]; //BLUE
}
}
The above code will copy the centre 20x20 pixels from an image you can obviously change this to copy whole rows by using for(int i = 0; i< My_Matrix_Image.Height; i++)
Much better I'm sure you will agree.
Alternative
Now while you are using a Matrix to store you data using a Image construct makes coding a little simpler. While this may not be relevant to you it may be to others.
If you use Image or alternative to store your Image data then this can be achieved by:
Image<Gray, Byte> My_Image = new Image<Gray, byte>(openfile.FileName);
Image<Gray, Byte> My_Image_Copy = My_Image.CopyBlank();
Rectangle Store_ROI = my_image.ROI; //Only need one as both images same size
My_Image.ROI = new Rectangle(50, 50, 100, 100);
My_Image_Copy.ROI = new Rectangle(50, 50, 100, 100);
My_Image_Copy = My_Image.Copy(); //This will only copy the Region Of Interest
//Reset the Regions Of Interest so you will now operate on the whole image
My_Image.ROI = Store_ROI;
My_Image_Copy.ROI = Store_ROI;
Now this the same as Method 2 but you don't need to sort write out loops where errors can occur.
Hope this correction answers your question,
Cheers
Chris

// Rectangle's parameters
static int x = 3;
static int y = 3;
static int width = 2;
static int height = 2;
Rectangle specificArea = new Rectangle(x, y, width, height);
// Your image matrix; 20x20 just a sample
Matrix<int> imageMatrix = new Matrix<int>(20, 20);
public Matrix<int> cropMatrix()
{
// Crop a specific area from image matrix
Matrix<int> specificMatrix = imageMatrix.GetSubRect(specificArea);
// Matrix with full of zeros and same size with imageMatrix
Matrix<int> croppedMatrix = imageMatrix.CopyBlank();
for (int i = x; i < x+width; i++)
{
for (int j = y; j < y+height; j++)
{
// Set croppedMatrix with saved values
croppedMatrix[i, j] = specificMatrix[i-x, j-y];
}
}
return croppedMatrix;
}

Related

How to set pixels from original image to a new image?

usage
public UserControlTester()
{
InitializeComponent();
GetSetPixelsRandom();
}
code
private void GetSetPixelsRandom()
{
Bitmap img = new Bitmap(#"d:\\downloaded images\\test.gif");
for (int i = 0; i < img.Width; i++)
{
for (int j = 0; j < img.Height; j++)
{
Color pixel = img.GetPixel(i, j);
pixels.Add(pixel);
}
}
Bitmap img1 = new Bitmap(512,512);
for (int i = 0; i < img1.Width; i++)
{
for (int j = 0; j < img1.Height; j++)
{
for (int c = 0; c < pixels.Count; c++)
{
img1.SetPixel(i, j, pixels[c]);
}
}
}
img1.Save(#"d:\\downloaded images\\test3.gif");
}
Not sure if this is the right way. the inner loop with the variable c take a lot of time because there are more then 290,000 pixels.
Assuming you want to resize the image, this can be done easily. The Bitmap constructor has rescaling build in:
Bitmap img = new Bitmap(#"d:\\downloaded images\\test.gif");
Bitmap img1 = new Bitmap(img, new Size(512, 512));
img1.Save(#"d:\\downloaded images\\test3.gif");
If you do not want to resize but indeed take random pixels take a look at what at MickyD mentioned.
Note that in your provided example every pixel in the new image is effectively set to the last pixel in the pixels list because you loop over every pixel in pixels for every pixel in the new image.

MSE calculation for grayscale images

I have two images(original and noisy). I'm calculating PSNR. I kinda did it for color RGB images, but i don't know how to do it with grayscale. As i read, MSE calculation is different. For RGB i'm doing it like you can see in following code (I'm using Visual C#):
for (int i = 0; i < bmp1.Width; i++)
{
for (int j = 0; j < bmp1.Height; j++)
{
mseR += Math.Pow(bmp1.GetPixel(i, j).R - bmp2.GetPixel(i, j).R, 2);
mseG += Math.Pow(bmp1.GetPixel(i, j).G - bmp2.GetPixel(i, j).G, 2);
mseB += Math.Pow(bmp1.GetPixel(i, j).B - bmp2.GetPixel(i, j).B, 2);
}
}
mse = (mseR + mseG + mseB) / ((bmp1.Width * bmp1.Height) * 3);
Here I am manipulating with R,G,B of pixels.But i don't know what should i take in case of grayscale images. Can I use RGB aswell, because it actually gives some results, or i should take something else?
To make grayscale you can make the picture out of averages (no need to vary your implementation). I'm assuming your images are bmp1 = grayImage and bmp2 = noisy image.
for (int i = 0; i < bmp1.Width; i++)
{
for (int j = 0; j < bmp1.Height; j++)
{
// As a grayscale image has rthe same color on all RGB just pick one
int gray1 = bmp1.GetPixel(i, j).R;
int gray2 = bmp2.GetPixel(i, j).R;
double sum = Math.Pow(gray1 - gray2, 2)
mseGray += sum;
}
}
mse = (mseGray) / ((bmp1.Width * bmp1.Height) * 3);
Also getting pixels one at a time is a slow process look into using the indexes, and a optimization in the loop. It should give about a tenfold in performance.
You need to make the bitmap into an indexable img, I'm assuming its BitmapSource for this example. the interesting part is the loop and the index building and not the precode, the precode is just to make the image indexable.
var height = bmp1.Height;
var width = bmp1.Width;
var pixelBytes1 = new byte[height * width * 4];
var pixelBytes2 = new byte[height * width * 4];
bmp1.CopyPixels(pixelBytes1, stride, 0);
bmp2.CopyPixels(pixelBytes2, stride, 0);
for (int x = 0; x < width; x++)
{
int woff = x * height;
for (int y = 0; y < height; y++)
{(R*0.3 + G*0.59+ B*0.11)
int index = woff + y;
int gray1 = bmp1[index];
int gray2 = bmp2[index];
double sum = Math.Pow(gray1 - gray2, 2)
mseGray += sum;
}
}
mse = (mseGray) / ((bmp1.Width * bmp1.Height) * 3);
EDIT:
http://www.mathworks.com/matlabcentral/answers/49906-how-to-calculate-psnr-of-compressed-images-and-how-to-compare-psnr-of-images-compressed-by-two-diff
I'm having an issue with your implementation of PSNR though im thinking its not per definition
here is an example from java (very similar to C#)
http://www.cyut.edu.tw/~yltang/program/Psnr.java

How to draw in WPF by pixel

Necessary to draw by pixels array with data (large). How can I do that?
I tried a Canvas and Rectangle on it - the computer hanged himself ...
Tried the following options below (DrawingContext) - computer still hangs himself, but a little bit less.
Please recommend options with the least load on the computer.
int width = 800; - the size of the array (large!!!)
int size = 1; - it is desirable to be able to make the fragment is not only one but several pixels
protected override void OnRender(System.Windows.Media.DrawingContext drawingContext)
{
Random rnd = new Random();
int width = 800;
int size = 1;
CellType[,] types = new CellType[width, width];
for (int i = 0; i < width; i++)
{
for (int j = 0; j < width; j++)
{
int r = rnd.Next(0, 100);
if (r >= 70) types[j,i] = CellType.IsOccupied;
else types[j, i] = CellType.IsEmpty;
}
}
for (int i = 0; i < width; i++)
{
for (int j = 0; j < width; j++)
{
Brush brush = Brushes.Black;
switch (types[j, i])
{
case CellType.IsEmpty: brush = Brushes.Green;
break;
case CellType.IsOccupied: brush = Brushes.Black;
break;
}
drawingContext.DrawRectangle(brush,
new Pen(brush, 1),
new Rect(j * size, i * size, size, size));
}
}
base.OnRender(drawingContext);
}
For how long does it freeze? A couple of years ago I did something quite similar in Silverlight. It was a bit slow but still acceptable. Try using WriteableBitmap with SetPixel or FillRectangle methods, but please keep in mind that drawing pixel by pixel in a loop will always take some time.
Forgot to mention SetPixel and FillRectangle may need WriteableBitmapEx, available here:
http://writeablebitmapex.codeplex.com/

Get information from a graph image

In this image black colour graph is in the white background. I want to get the pixel length between the two peak waves in the graph and the average amplitude (height of the peak) of the peak waves.
I'm stuck with the logic to implement this code.can anyone help me to implement this. I'm using C#
public void black(Bitmap bmp)
{
Color col;
for (int i = 0; i < bmp.Height; i++)
{
for (int j = 0; j < bmp.Width; j++)
{
col = bmp.GetPixel(j, i);
if (col.R == 0) //check whether black pixel
{
y = i; //assign black pixel x,y positions to a variable
x = j;
}
}
}
}
my supervisor told i have to use a 2D array to store increments and decrements(start point pixel value and end point pixel value of each increment and decrement) of the line to get these values.But i haven't sufficient coding skills to apply that logic to this code.
Bitmap img = new Bitmap(pictureBox1.Image);
int width = img.Width;
int height = img.Height;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
Color pixelColor = img.GetPixel(x, y);
if (pixelColor.R == 0 && pixelColor.G == 0 && pixelColor.B == 0)
//listBox1.Items.Add(String.Format("x:{0} y:{1}", x, y));
textBox1.Text = (String.Format("x:{0} y:{1}", x, y));
}
}

How to set the bits/pixels to a WriteableBitmap (with BlackWhite format (1bpp))

I am trying to create a binary image in C#/WPF using the WriteableBitmap class, with the BlackWhite Format which is 1 bit per pixel.
However, it seems the my image is very distorted when finished. Using different formats (such as brg32) works just fine. The pixel data is stored in a BitArray. The images vary from 1000x1000 to 3000x3000 pixels.
Here is the code I am current using:
unsafe
{
int colorOffset = 0;
int pixelOffset = 0;
byte color = 0;
int pBackBuffer = (int)_image.BackBuffer;
for (int y = 0; y < mapData.Height; y++)
{
for (int x = 0; x < mapData.Width; x++)
{
if (mapData.Data[y * mapData.Height + x])
{
//Set the pixel to white
color += 1;
}
//Shift the pixel position by 1
color = (byte)(color << 1);
//If 8 pixels have been written, write it to the backbuffer
if (++colorOffset == 8)
{
pixelOffset = ((y * mapData.Height) + x) / 8;
*(byte*)(pBackBuffer + pixelOffset) = color;
color = 0;
colorOffset = 0;
}
}
}
//Update the image
_image.AddDirtyRect(new Int32Rect(0, 0, mapData.Width, mapData.Height));
}
As you can see, I am writing 8 pixels / bits , and then copying it to the back buffer. Perhaps someone who has a bit more knowledge in this topic could help. I've also tried directly copying the BitArray to a byte array, then copy the byte array to the backbuffer (and using the WritePixels function as well), both of which have not helped.
Regards,
Dan
It seems like you are not using BackBufferStride property to compute address of the next line of pixels. Also note that you are missing some pixels if map width is not a multiple of 8. I didn't test the code, but i would have written it like this:
unsafe
{
int colorOffset = 0;
int pixelOffset = 0;
byte color = 0;
byte* pBackBuffer = (byte*)_image.BackBuffer;
for(int y = 0; y < mapData.Height; y++)
{
// get a pointer to first pixel in a line y
byte* pixLine = pBackBuffer;
for(int x = 0; x < mapData.Width; x++)
{
// fix #1: offset = y * width + x, not y * height + x
var mapOffset = y * mapData.Width + x;
if (mapData.Data[mapOffset])
{
//Set the pixel to white
color += 1;
}
//Shift the pixel position by 1
color = (byte)(color << 1);
//If 8 pixels have been written, write it to the backbuffer
if(++colorOffset == 8)
{
*pixLine++ = color;
color = 0;
colorOffset = 0;
}
}
// fix #2: copy any pixels left
if(colorOffset != 0)
{
*pixLine++ = color;
colorOffset = 0;
color = 0;
}
// fix #3: next line offset = previous line + stride, they are aligned
pBackBuffer += _image.BackBufferStride;
}
//Update the image
_image.AddDirtyRect(new Int32Rect(0, 0, mapData.Width, mapData.Height));
}

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