Image Processing - Array Of Pixels

Feb 13, 2015

I am trying to process an array of pixels, checking each within a 5*5 mask. Ive declared my mask as a 2d array and get the pixel values within a nested for loop. Im getting an ArrayIndexOutOfBoundsException at the line:

mask[0][4] = dsIm.red[i-1][j+3];

Have I declared my mask wrong for a 5*5 mask. Is my logic wrong?

I won't give all the code, but basically Im trying to check all 25 pixel values within the mask:

int [][] mask = new int[5][5];
System.out.println("We are in the method just written");
//loop one loop
for(int i = 1; i <= h-2; i++)
{
for(int j = 1; j<=w-2; j++)

[Code] .....

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I'm relatively new to java and to image processing ... What I've done so far is make a simple application which opens the webcam and can take and save a picture. Ive then loaded the image pixel data into a 2d array. How then do I do what is known as 'fast fourier transform' on it from here?

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can we use java programming for image processing. if yes then how do we do it?

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Oct 9, 2013

class mmm {
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// ocr.setImage((IImageStream) new File("pp.tif"));

[Code] ....

In above code giving error .

Exception in thread "main" com.aspose.ms.System.IO.FileNotFoundException: Can't find file: pp.tiff.

Where i am wrong. I am trying to pass all formt(.png,.gif,.jpg) images. I am giving proper path ....

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Jun 9, 2014

The problem I am trying to solve relates to block-matching or image-within-image recognition. This is an algorithm problem I am working on in java, but computationally, my computer can't handle generating all the combinations at one time.

I see an image, extract the [x,y] of every black pixel and create a set for that image, such as

{[8,0], [9,0], [11,0]}

The set is then augmented so that the first pixel in the set is at [0,0], but the relationship of the pixels is preserved. For example, I see {[8,0], [9,0]} and change the set to {[0,0], [1,0]}. The point of the extraction is that now if I see {[4,0], [5,0]}, I can recognize that basic relationship as two vertically adjacent pixels, my {[0,0], [1,0]}, since it is the same image but only in a different location.

I have a list of these pixel sets, called "seen images". Each 'seen image' has a unique identifier, that allows it to be used as a nested component of other sets. For example:

{[0,0], [1,0]} has the identifier 'Z'

So if I see:

{[0,0], [1, 0], [5,6]}

I can identify and store it as:

{[z], [5, 6]}

The problem with this is that I have to generate every combination of [x,y]'s within the pixel set to check for a pattern match, and to build the best representation. Using the previous example, I have to check:

{[0,0], [1,0]},
{[0,0], [5,6]},
{[1,0], [5,6]} which is {[0,0], [4,5]}
{[0,0], [1,0], [5,6]}

And then if a match occurs, that subset gets replaced with it's ID, merged with the remainder of the original set, and the new combination needs to be checked if it is a 'seen image':

{[z],[5, 6]}

The point of all that is to match as many of the [x,y]'s possible, using the fewest pre-existing pieces as components, to represent a newly seen image concisely. The greedy solution to get the component that matches the largest subset is not the right one. Complexity arises in generating all of the combinations that I need to check, and then the combinations that spawn from finding a match, meaning that if some match and swap produces {[z], [1,0], [2,0]}, then I need to check (and if matched, repeat the process):

{[z], [1,0]}
{[z], [2,0]}
{[1,0], [2,0]} which is {[0,0], [1,0]}
{[z], [1,0], [2,0]}

Currently I generate the pixel combinations this way (here I use numbers to represent pixels 1 == [x,y]) Ex. (1, 2, 3, 4): Make 3 lists:

1.) 2.) 3.)
12 23 34
13 24
14

Then for each number, for each list starting at that number index + 1, concatenate the number and each item and store on the appropriate list, ex. (1+23) = 123, (1+24) = 124

1.) 2.) 3.)
12 23 34
13 24
14
---- ---- ----
123 234
124
134

So those are all the combinations I need to check if they are in my 'seen images'. This is a bad way to do this whole process. I have considered different variations / optimizations, including once the second half of a list has been generated (below the ----), check every item on the list for matches, and then destroy the list to save space, and then continue generating combinations. Another option would be to generate a single combination, and then check it for a match, and somehow index the combinations so you know which one to generate next.

How to optimize what I am doing for a set of ~million items. I also have not yet come up with a non-recursive or efficient way to handle that each match generates additional combinations to check.

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Nov 25, 2014

I have this 2 dimensional array that represents color pixels

RGBColor[][] rgbArray1 = new RGBColor[rows][columns] - so each elemnt in this array is a pixel - (red, green, blue)

I wrote a class named RGBImage. represents an image. the constructor of this class takes RGBColor[][] rgbArray1 as an argument and print the image.

My problem is when i try to rotate the image 90 degrees. because the dimentions are changeing. i'm getting ArrayIndexOutOfBounce Exception.

I know i can to this by create a bigger 2 dimensional array and copy the original , but for this assignment i cant do this .

I must use the original one . now i will show the main method that will get things clearer if i didnt explained well enough.

System.out.println("Constructor with RGBColor[][] Array Parameter:");
RGBColor[][] rgbArray1 = new RGBColor[3][4];
for (int i=0; i<rgbArray1.length;i++)
for (int j=0; j<rgbArray1[0].length;j++)
rgbArray1[i][j] = new RGBColor(i,i,i);

[Code] ....

output:

(0,0,0) (0,0,0) (0,0,0) (0,0,0)
(1,1,1) (1,1,1) (1,1,1) (1,1,1)
(2,2,2) (2,2,2) (2,2,2) (2,2,2)

(2,2,2) (1,1,1) (0,0,0)
(2,2,2) (1,1,1) (0,0,0)
(2,2,2) (1,1,1) (0,0,0)
(2,2,2) (1,1,1) (0,0,0)

This outputs are what i need to accomplish.

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Nov 15, 2014

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So I wrote this:

Pixel[] pixels = scene.getPixels();
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{
pixel.setGreen(150);
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But the error is giving me incompatible types. I would like to set all the pixels at a certain point up to the dimensions of my rectangle and so on. How would I do that?

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So I'm trying to make a bar graph, each bar will increment the height by about 10 pixels. To do this, I'm making an array of bars. For some reason, using fillrect I cannot not increase the size more than 10 by 10, if I do, it will only show the 10 by 10. I want the bars to increase in height by 10 each time.

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class AssortedAssortmentsOfSorts extends JFrame

[Code] .....

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As implied by the title, when I am rendering images of the type "BufferedImage" unto a Swing application, the images' pixels are not consistent in size. Some might be larger than other, and some might be smaller than other.

Here is a screenshot of what I am talking about (you might need to zoom in a bit because the image is so small): [URL] ....

And here is also some code for you. The images are actually from a sprite sheet, which I first load in its entirety and then split up in an array.

Java Code:

public static BufferedImage sprites[];
...
public void loadSprites(){
try{
BufferedImage bigImage = ImageIO.read(new File("SOURCE/BLA/BLA/THIS/IS/ACTUALLY/NOT/THE/REAL/SOURCE/IN/CASE/YOU'RE/WONDERING/I/JUST/DON'T/WANT/YOU/TO/FIND/ME/AND/RAPE/ME"));
sprites = new BufferedImage[16 * 16];

[Code] ....

So, how do I make the pixels equally small?

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Feb 9, 2014

I've been working my way through a tutorial to build a simple 2D tile-based engine that also allows the code to manipulate the colour of pixels on the screen based on a monochrome map read from a file. I've got the code right line for line, but I seem to have a bug when it comes to draw to the screen! At regular intervals, despite what is held in the pixel array of ints (which I have confirmed to be correct when debugging), I get the same row of pixels being draw twice in a row. I figured there was some loop issue somewhere, but after attempting to debug this for some time, I haven't come up with the answer.

Original tilesheet:As rendered:

Game.java:
package igg.engine.game;
import igg.engine.game.gfx.Screen;
import igg.engine.game.gfx.SpriteSheet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;

[Code] ....

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Aug 23, 2014

I am simply trying to print out a deck of 54 playing cards. i have organized them in to two separate arrays the first array to place all the image icons the second array to hold the 54 Jlabels. I think my problem lies in the setLayout portion of the program . I also think my image icon path may be wrong?

import javax.swing.*;
import java.awt.*;
public class CardIconArray extends JFrame {
private static final long serialVersionUID = 1L;
final public static int numberofcards=54;
CardIconArray(){

[Code] ....

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So i wanted to try something new like find an image within an image. So for my "find" method I would like to take an image and use it to scan and compare sum of absolute differences with the bigger image. So that the smallest SAD would be the exact image that I am using to scan. What I am thinking is to put each pixel value of both images into two separate arrays and compare them via Math.abs(image1[i][j]-image2[i][j]); . My only problem is that I do not know how to put each pixel value into an array.

Also, If I only want to compare just the green in the picture. I saw that the Pixel class has a getGreen(); method. If I want to find the SAD of the green, would Math.abs(image1.getGreen()-image2.getGreen()); work? I was planning to have 2 nested loops running through each column and row for each image and just find the SAD of the green value.

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public Main() {
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Random r = new Random(); 
changef = r.nextBoolean();
y = (-600 * i) + r.nextInt(300);
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[Code]...

Also, this is the Fuel image class and Obstacle image class:

public void tick(Player2 p2) {
y += dy;
Random r = new Random();
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[Code]...

(Fuel and obstacle class are identical but separate for better accessibility) I even have player class with an image listening to key events and also a scrolling background. The problem is when i run the game, the images of obstacles render themselves as i want, except for that they overlap each other, i need to prevent over lapping of this images. The fuel is read and obs is black. Heres a glance of how it looks.

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[Code] .....

my problem is that my output comes good except the last line ,

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[code].....

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[Code] ....

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