create the three edge models and compute the gradient magnitude using sobel mask and sketch horizontal intensity profile - sobel

Create the three edge models and compute the gradient magnitude using sobel mask. Sketch the horizontal intensity profiles. Sketch the horizontal intensity profiles of the laplacian images

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WebGLOverlay Google Maps API

Is it possible to scale the size of the buildings in webgloverlay by a positive factor. All of the buildings in the area i'm displaying in the application are close to the ground and I want to vertically scale them. Is it possible to scale matrix or THREE.Matrix4() just its y-component so all the buildings are stretched vertically

How are camera views handled in fps multiplayer games?

Hi I was completing the movement system in my hobby engine, where I have a fps camera, and I was curious to know how multiplayer games handle the movement of all players, I mean imagine there are 10 people on a server,8 players playing and moving,2 spectating, do they have 10 different cameras with the mouse movement of each player right? Or am I missing something? So for example if I die and I wanna switch my camera to another player that is playing I simply switch my view with his view? Does it make sense?
Here's a great resource for coordinate systems, transformations
The camera is just a matrix(or a combination), that bends the universe into a single box(what happens to be outside is outside of field of view) by multiplying coordinates of triangles by self, which is then drawn as if its xy corners were the the corners of screen(viewport actually), and z is the depth(if you need it).
Just 16 numbers, 4x4 matrix is passed to the rendering engine(or more, if you pass view and projection matrices separately), that puts the triangles where they end up on the screen. In my own engine, I pre-multiply the view matrix (one that rotates and shifts the coordinates so the camera is the origin, 0;0;0 point, to the view space) and projection matrix (one that packs things in field of view to the screen-box, clip space).
Obviously, if you want a different camera, you just make the matrices from the camera's position, orientation, FoV, etc.

Determine chessboard dimensions in pixels

Similar to calibrating a single camera 2D image with a chessboard, I wish to determine the width/height of the chessboard (or of a single square) in pixels.
I have a camera aimed vertically at the ground, ensured to be perfectly level with the surface below. I am using the camera to determine the translation between consequtive frames (successfully achieved using fourier phase correlation), at the moment my result returns the translation in pixels, however I would like to use techniques similar to calibration, where I move the camera over the chessboard which is flat on the ground, to automatically determine the size of the chessboard in pixels, relative to my image height and width.
Knowing the size of the chessboard in millimetres, I can then convert a pixel unit to a real-world-unit in millimetres, ie, 1 pixel will represent a distance proportional to the height of the camera above the ground. This will allow me to convert a translation in pixels to a translation in millimetres, recalibrating every time I change the height of the camera.
What would be the recommended way of achieving this? Surely it must be simpler than single camera 2D calibration.
OpenCV can give you the position of the chessboard's corners with cv::findChessboardCorners().
I'm not sure if the perspective distortion will affect your calculations, but if the chessboard is perfectly aligned beneath the camera, it should work.
This is just an idea so don't hit me.. but maybe using the natural contrast of the chessboard?
"At some point it will switch from bright to dark pixels and that should happen (can't remember number of columns on chessboard) times." should be a doable algorithm.

How to find the intensity Gradient in Canny Edge detector

I am implementing the cvCanny in OpenCV. after using cvCanny to an image, i want to find the intensity gradient of the edges so that i can reject weaker edges by applying the threshold. how can i find the intensity gradient?
For each white pixel of the Canny image check the corresponding gradient intensity in the Sobel edge images (the gradient magnitude = sqrt(dx*dx + dy*dy)).

Projectile curve using GDI

I've calculated the range of projection with given angle, height and velocity. How can you draw a projection curve of that using GDI?
I guess you'd make points, then draw lines between these points. You could smooth it after to get a curve.

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