// GUI calls this function when button "Clear" is pressed, or when new image is loaded void reset_segm() { cout << "resetting 'contour' and 'region'" << endl; // removing all region markings region.reset(im.getWidth(),im.getHeight(),0); // add your code below to remove all points from the "contour" while(!contour.isEmpty()) contour.popBack(); closedContour = false; }
// GUI calls this function when button "Clear" is pressed, or when new image is loaded // THIS FUNCTION IS FULLY IMPLEMENTED, YOU DO NOT NEED TO CHANGE THE CODE IN IT void reset_segm() { cout << "resetting 'contour' and 'region'" << endl; // removing all region markings region.reset(image.getWidth(),image.getHeight(),0); // remove all points from the "contour" while (!contour.isEmpty()) contour.popBack(); closedContour=false; // resetting 2D tables "dist" and "toParent" (erazing paths) dist.reset(image.getWidth(),image.getHeight(),INFTY); toParent.reset(image.getWidth(),image.getHeight(),NONE); // recomputing "penalties" from an estimate of image contrast at each pixel p=(x,y) if (image.isEmpty()) {penalty.resize(0,0); return;} Table2D<double> contrast = grad2(image); //(implicit conversion of RGB "image" to "Table2D<double>") // NOTE: function grad2() (see Math2D.h) computes (at each pixel) expression Ix*Ix+Iy*Iy where Ix and Iy // are "horizontal" and "vertical" derivatives of image intensity I(x,y) - the average of RGB values. // This expression describes the "rate of change" of intensity, or local image "contrast". penalty = convert(contrast,&fn); // "&fn" - address of function "fn" (defined at the top of this file) // "convert" (see Math2D.h) sets penalty at each pixel according to formula "penalty[x][y] = fn (contrast[x][y])" }
// This function is called at the end of "addToContourLast()". Function // "contourInterior()" returns volume of the closed contour's interior region // (including points on the contor itself), or -1 if contour is not closed yet. // HINT: live-wire() adds to the contour "water-tight" paths of neighboring pixels int contourInterior() { if (!closedContour || image.isEmpty()) return -1; int counter = 0; // write your code for computing correct mask (region) // which should have 3 for pixels OUTSIDE the contour and 0 // for pixels INSIDE of the contour // HINT: "grow" the "exterior region" from a single exterior point (e.g. a corner of the image). // Make sure that the region does not grow across the contour (points in list "contour") // ... Queue<Point> active; Point q(1,1); active.enqueue(q); region.reset(0); for (unsigned i=1; i<=contour.getLength(); i++) region[contour.retrieve(i)]=2; while (!active.isEmpty()) { Point p = active.dequeue(); region[p]=3; counter++; for (int i=0; i<4; i++) { Point j = p + shift[i]; if (image.pointIn(j) && region[j]!=2 && region[j]!=3) { active.enqueue(j); region[j]=3; } } if (view && counter%60==0) {draw(); Pause(20);} } for (unsigned i=1; i<=contour.getLength(); i++) region[contour.retrieve(i)]=0; return region.getWidth() * region.getHeight() - counter; }
/////////////////////////////////////////////////////////////////////////////////// // computePaths() is a function for "precomputing" live-wire (shortest) paths from // any image pixel to the given "seed". This method is called inside "addToContour" // for each new mouse click. Optimal path from any pixel to the "seed" should accumulate // the least amount of "penalties" along the path (each pixel p=(x,y) on a path contributes // penalty[p] precomputed in "reset_segm()"). In this function you should use 2D tables // "toParent" and "dist" that store for each pixel its "path-towards-seed" direction and, // correspondingly, the sum of penalties on that path (a.k.a. "distance" to the seed). // The function iteratively improves paths by traversing pixels from the seed until // all nodes have direction "toParent" giving the shortest (cheapest) path to the "seed". void computePaths(Point seed) { if (!image.pointIn(seed)) return; region.reset(0); // resets 2D table "region" for visualization // Reset 2D arrays "dist" and "toParent" (erazing all current paths) dist.reset(INFTY); toParent.reset(NONE); dist[seed] = 0; int counter = 0; // just for info printed at the bottom of the function // THE CODE BELOW GENERATES 2d TABLE toParent WITH PATHS BASED ON !!!!!!!! // BASIC BREDTH-FIRST_SEARCH TRAVERSAL FROM THE SEED. REPLACE THIS CODE !!!!!!!! // SO THAT toParent CONTAINS PATHS FOLLOWING HIGH CONSTAST IMAGE BOUNDARIES !!!!!!!! // // Create a queue (or priority_queue) for "active" points/pixels and // traverse pixels to improve paths stored in "toParent" (and "dist") // ..... Queue<Point> active; active.enqueue(seed); while(!active.isEmpty()) { Point p = active.dequeue(); region[p]=1; counter++; for (int i=0; i<4; i++) { Point q = p+shift[i]; //using overloaded operator+ for Points (see "Basic2D.h") double t = dist[p] + penalty[p]; if (image.pointIn(q) && t<dist[q]) { dist[q]=t; toParent[q]=Reverse[i]; region[q]=2; // to visualize pixels added to the queue active.enqueue(q); } } if (view && counter%60==0) {draw(); Pause(20);} // visualization, skipped if checkbox "view" is off } // MY PRIORITY QUEUE METHOD WORKS IN THE SAME FASHION AS THE DEMO // IT IS SLOWER THAN MY QUEUE METHOD, BUT I AM UNSURE IF THIS IS // AN ISSUE WITH RELEASE MODE COMPARED TO DEBUG MODE // COMMENT OUT THE ABOVE QUEUE METHOD AND UNCOMMENT THE BELOW METHOD // TO TEST FUNCTIONALITY OF PRIORITY QUEUE METHOD /*priority_queue<MyPoint> active; MyPoint j(seed, dist[seed]); active.push(j); while(!active.empty()) { Point p = active.top(); active.pop(); region[p]=1; counter++; for (int i=0; i<4; i++) { Point q = p+shift[i]; //using overloaded operator+ for Points (see "Basic2D.h") double t = dist[p] + penalty[p]; if (image.pointIn(q) && t<dist[q]) { dist[q]=t; toParent[q]=Reverse[i]; region[q]=2; // to visualize pixels added to the queue MyPoint b(q, dist[q]); active.push(b); } } if (view && counter%60==0) {draw(); Pause(20);} // visualization, skipped if checkbox "view" is off }*/ // you can print out the number of times a point was removed from the queue cout << "paths computed, number of 'pops' = " << counter << ", number of pixels = " << (region.getWidth()*region.getHeight()) << endl; }