Krivljenje slike - warping

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Presentation transcript:

Krivljenje slike - warping

Princip 2D krivljenja Demo

Krivljenje (Warping) A warp is a 2-D geometric transformation and generates a distorted image when it is applied to an image. Warping an image means : apply a given deformation to it. Two ways to warp an image:-  Forward mapping.  Reverse mapping.

Krivljenje (Warping) warp Source image Destination image

Preslikava (mapping)

Primer preslikave

Primer preslikave

Primer preslikave

Primer krivljenja If mp is lenna angry, then show lenna smile in slides

Other Mappings

Image Warping Implementation I

Forward Mapping

Forward Mapping

Forward Mapping

Image Warping Implementation II

Reverse Mapping

Forward and Reverse Mapping Forward  Some pixels in the destination might not get painted, and would have to be interpolated. Reverse  Every pixel in the destination image gets set to something appropriate.

Resampling Evaluate source image at arbitrary (u, v) (u, v) does not usually have integer coordinates Some kinds of resampling Point resampling Triangle filter Gaussian filter Source Image Destination Image

Point Sampling Take value at closest pixel int iu = trunc(u + 0.5); int iv = trunc(v + 0.5); dst(x, y) = src(iu, iv); Simple, but causes aliasing

Triangle Filter Convolve with triangle filter

Triangle Filter Bilinearly interpolate four closest pixels a = linear interpolation of src(u1, v2) and src(u2, v2) b = linear interpolation of src(u1, v1) and src(u2, v1) dst(x, y) = linear interpolation of ‘a’ and ‘b’

Gaussian Filter Convolve with Gaussian filter Width of Gaussian kernel affects bluriness

Filtering Method Comparison Trade-offs Aliasing versus blurring Computation speed

Image Warping Implementation

Image Warping Implementation

Example: Scale

Example: Rotate

Example: Swirl

Image Warping: Summary

Forward and Reverse Mapping In either case, the problem is to determine the way in which the pixels in one image should be mapped to the pixels in the other image. So, we need to specify how each pixel moves between the two images. This could be done by specifying the mapping for a few important pixels.

Two Dimensional Object Warping

Two Dimensional Object Warping The shape modification can also be performed on a vertex-basis instead of on a space-basis. A displacement for a seed vertex can be specified by the user and this displacement can be propagated to nearby vertices. The displacement can be attenuated as a function of the distance that the vertex to be displaced is away from the seed vertex.

Two Dimensional Object Warping The distance function can be chosen to trade-off quality of results and computational complexity. Minimum number of edges connecting the vertex to be displaced from the seed vertex. Minimum distance traveled over the surface of the object to get from the vertex to be displaced to the seed vertex. Power functions to control the amount of attenuation. The user could select the maximum distance at which the displacement would have an affect.

Texture mapping