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/*M///////////////////////////////////////////////////////////////////////////////////////
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//
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// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
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//
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// By downloading, copying, installing or using the software you agree to this license.
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// If you do not agree to this license, do not download, install,
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// copy or use the software.
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//
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//
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// License Agreement
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// For Open Source Computer Vision Library
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//
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// Copyright (C) 2017, IBM Corporation, all rights reserved.
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// Third party copyrights are property of their respective owners.
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//
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// @Authors
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// Marc Fiammante marc.fiammante@fr.ibm.com
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//
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// Redistribution and use in source and binary forms, with or without modification,
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// are permitted provided that the following conditions are met:
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//
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// * Redistribution's of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// * Redistribution's in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// * The name of OpenCV Foundation or contributors may not be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// This software is provided by the copyright holders and contributors "as is" and
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// any express or implied warranties, including, but not limited to, the implied
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// warranties of merchantability and fitness for a particular purpose are disclaimed.
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// In no event shall the OpenCV Foundation or contributors be liable for any direct,
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// indirect, incidental, special, exemplary, or consequential damages
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// (including, but not limited to, procurement of substitute goods or services;
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// loss of use, data, or profits; or business interruption) however caused
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// and on any theory of liability, whether in contract, strict liability,
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// or tort (including negligence or otherwise) arising in any way out of
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// the use of this software, even if advised of the possibility of such damage.
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//
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//M*/
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#include "opencv2/ximgproc.hpp" |
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#include "precomp.hpp" |
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#include <iostream> |
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#include <signal.h> |
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namespace cv |
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{ |
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namespace ximgproc { |
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static bool isPixelMinimum(Mat &edge, int row, int col, int contrast) { |
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int count = 0; |
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int pixel = edge.ptr(row)[col] + contrast - 1; // minus 1 is needed for chessboard like images with contrast = 1
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// to get the vertical borders
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int m2 = edge.ptr(row - 2)[col - 2]; |
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int m1 = edge.ptr(row - 1)[col - 1]; |
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int p1 = edge.ptr(row + 1)[col + 1]; |
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int p2 = edge.ptr(row + 2)[col + 2]; |
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if ((pixel <= m1) && (pixel <= p1) && (pixel < (m1 + m2) / 2) && (pixel < (p1 + p2) / 2)) count++; // Local minimum diagonal
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m2 = edge.ptr(row - 2)[col]; |
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m1 = edge.ptr(row - 1)[col]; |
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p1 = edge.ptr(row + 1)[col]; |
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p2 = edge.ptr(row + 2)[col]; |
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if ((pixel <= m1) && (pixel <= p1) && (pixel < (m1 + m2) / 2) && (pixel < (p1 + p2) / 2)) count++; // Local minimum vertical
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m2 = edge.ptr(row - 2)[col + 2]; |
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m1 = edge.ptr(row - 1)[col + 1]; |
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p1 = edge.ptr(row + 1)[col - 1]; |
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p2 = edge.ptr(row + 2)[col - 2]; |
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if ((pixel <= m1) && (pixel <= p1) && (pixel < (m1 + m2) / 2) && (pixel < (p1 + p2) / 2)) count++; // Local minimum other diagonal
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m2 = edge.ptr(row)[col + 2]; |
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m1 = edge.ptr(row)[col + 1]; |
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p1 = edge.ptr(row)[col - 1]; |
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p2 = edge.ptr(row)[col - 2]; |
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if ((pixel <= m1) && (pixel <= p1) && (pixel < (m1 + m2) / 2) && (pixel < (p1 + p2) / 2)) count++; // Local minimum horizontal
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if (count > 1) return true; // Avoid corners of black zones
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return false; |
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} |
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static int correctPixel(Mat &iedge, int row, int col) { |
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// now check in there is a line around pixel to fill gaps
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// Around Diagonal top left to bottom right
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int weight = 4 * 255; |
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int lines = 0; |
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int line = |
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iedge.ptr(row - 1)[col - 2] + |
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iedge.ptr(row - 1)[col - 1] + |
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iedge.ptr(row)[col + 1] + |
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iedge.ptr(row)[col + 2]; |
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if (line == 0) lines += 1; |
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// Around horizontal
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line = |
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iedge.ptr(row)[col - 2] + |
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iedge.ptr(row)[col - 1] + |
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iedge.ptr(row + 1)[col + 1] + |
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iedge.ptr(row + 1)[col + 2]; |
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if (line == 0) lines += 1; |
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// Around Diagonal top right to bottom left
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line = |
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iedge.ptr(row - 2)[col] + |
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iedge.ptr(row - 1)[col] + |
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iedge.ptr(row + 1)[col + 1] + |
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iedge.ptr(row + 2)[col + 1]; |
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if (line == 0) lines += 1; |
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// Around vertical
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line = |
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iedge.ptr(row - 2)[col - 1] + |
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iedge.ptr(row - 1)[col - 1] + |
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iedge.ptr(row + 1)[col] + |
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iedge.ptr(row + 2)[col]; |
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if (line == 0) lines += 1; |
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line = |
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iedge.ptr(row - 2)[col - 2] + |
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iedge.ptr(row - 1)[col - 2] + |
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iedge.ptr(row - 2)[col - 1] + |
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iedge.ptr(row - 1)[col - 1] + |
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iedge.ptr(row + 1)[col + 1] + |
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iedge.ptr(row + 1)[col + 2] + |
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iedge.ptr(row + 2)[col + 1] + |
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iedge.ptr(row + 2)[col + 2]; |
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if (line < weight) lines += 1; |
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// Near vertical
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line = |
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iedge.ptr(row - 2)[col] + |
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iedge.ptr(row - 1)[col] + |
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iedge.ptr(row - 2)[col - 1] + |
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iedge.ptr(row - 2)[col + 1] + |
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iedge.ptr(row + 1)[col] + |
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iedge.ptr(row + 2)[col] + |
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iedge.ptr(row + 2)[col + 1] + |
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iedge.ptr(row + 2)[col - 1]; |
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if (line < weight) lines += 1; |
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// Near diagonal top right to bottom left
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line = |
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iedge.ptr(row - 2)[col + 2] + |
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iedge.ptr(row - 1)[col + 1] + |
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iedge.ptr(row - 2)[col - 1] + |
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iedge.ptr(row - 1)[col + 2] + |
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iedge.ptr(row + 1)[col - 1] + |
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iedge.ptr(row + 2)[col - 2] + |
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iedge.ptr(row + 2)[col - 1] + |
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iedge.ptr(row + 1)[col - 2]; |
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if (line < weight) lines += 1; |
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// Near horizontal
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line = |
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iedge.ptr(row)[(col - 2)] + |
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iedge.ptr(row)[(col - 1)] + |
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iedge.ptr(row - 1)[(col - 2)] + |
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iedge.ptr(row + 1)[(col - 2)] + |
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iedge.ptr(row)[col + 1] + |
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iedge.ptr(row)[col + 2] + |
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iedge.ptr(row + 1)[col + 2] + |
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iedge.ptr(row - 1)[col + 2]; |
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if (line < weight) lines += 1; |
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if (line == 1) return 0; |
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// Compute surrounding pixels for dark zone
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int surround = iedge.ptr(row - 1)[col - 1] + |
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iedge.ptr(row - 1)[col] + |
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iedge.ptr(row - 1)[col + 1] + |
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iedge.ptr(row)[col - 1] + |
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iedge.ptr(row)[col + 1] + |
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iedge.ptr(row + 1)[col - 1] + |
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iedge.ptr(row + 1)[col] + |
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iedge.ptr(row + 1)[col + 1]; |
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if (surround == 8 * 255) return 255; |
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if (surround == 0) return 255; |
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return iedge.ptr(row)[col]; |
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} |
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static int contrastEdges(Mat &minput, Mat &mouput, int contrast) { |
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Mat mwork(minput.size(), minput.type(), Scalar(255)); |
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// Now find if other pixels inside are minimum
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for (int row = 2; row < minput.rows - 2; row++) { |
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for (int col = 2; col < minput.cols - 2; col++) { |
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if (isPixelMinimum(minput, row, col, contrast)) { |
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mwork.ptr(row)[col] = 0; |
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} |
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else { |
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mwork.ptr(row)[col] = 255; |
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} |
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} |
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} |
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// correct pixels
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for (int row = 2; row < mwork.rows - 2; row++) { |
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for (int col = 2; col < mwork.cols - 2; col++) { |
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mouput.ptr(row)[col] = (uchar)correctPixel(mwork, row, col); |
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} |
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} |
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// Set border of output matrix to white
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for (int col = 0; col < mouput.cols; col++) { |
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for (int row = 0; row < 2; row++) { |
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mouput.ptr(row)[col] = 255; |
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} |
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for (int row = mouput.rows - 2; row < mouput.rows; row++) { |
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mouput.ptr(row)[col] = 255; |
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} |
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} |
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for (int row = 0; row < mouput.rows; row++) { |
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for (int col = 0; col < 2; col++) { |
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mouput.ptr(row)[col] = 255; |
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} |
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for (int col = mouput.cols - 2; col < mouput.cols; col++) { |
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mouput.ptr(row)[col] = 255; |
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} |
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} |
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return 0; |
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} |
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CV_EXPORTS_W void BrightEdges(Mat &image, Mat &edge, int contrast, int shortrange, int longrange) |
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{ |
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Mat gray, gblur, bblur, diff, cedge; |
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GaussianBlur(image, gblur, Size(shortrange, shortrange), 0); |
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blur(image, bblur, Size(longrange, longrange)); |
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absdiff(gblur, bblur, diff); |
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cvtColor(diff, gray, COLOR_BGR2GRAY); |
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equalizeHist(gray, cedge); |
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if (contrast > 0) { |
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edge = Mat(cedge.size(), cedge.type()); |
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contrastEdges(cedge, edge, contrast); |
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} |
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else { |
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edge = cedge; |
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} |
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} |
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} |
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} |