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Tag: Image Processing

June 15, 2010

Region Quadtrees in C++

(Original image by GoAwayStupidAI). Below are four C++ implementations of the region quadtree (the kind used for image compression, for example). The different implementations…

May 12, 2010

Catching Common Image Processing Programming Errors with Generic Unit Tests

When implementing image algorithms, I am prone to make these mistakes: swapping x and y; working on the wrong channel; making off-by-one errors, especially…

April 16, 2010

Simple, Fast* Approximate Minimum / Maximum Filters

*Fast = not toooo slow… For the image restoration tool I had to implement min and max filters (also erosion and dilation—in this case with a…

This tool removes lighting artefacts such as shown here. Requires Windows (tested on Vista) For handling JPEGs, PNGs, etc., you also need ImageMagick (download ImageMagick-6.6.1-3-Q16-windows-dll.exe) This…

April 15, 2010

Experimental Tool for Removing Unwanted Artefacts in Textures

Many textures used for 3D art start from photographs. Ideally, such textures should be uniformly lit so that the texture does not interfere with…

April 7, 2010

Poisson Disk Sampling Example Code

I decided to put the Poisson disk sampling code here for download since the site that hosted it is down. The code accompanies the…

May 28, 2009

Getting More out of Seamless Tiles

I wrote an article for Dev.Mag covering some techniques for working with seamless tile sets such as making blend tiles, getting more variety with procedural colour  manipulation,…

December 15, 2008

A simple texture algorithm – faster code and more results

Faster Code A while back I wrote about a simple texture algorithm that I have been exploring. The Python implementation was very slow –…

November 15, 2008

Quadtrees

The code below implements some quadtree extensions, as discussed in another Dev.Mag tutorial about quadtrees (see Issue 27). The tutorial covers the following topics:…

October 6, 2008

Quadtrees

The quadtree is an important 2D data structure and forms the core of many spatial algorithms, including compression, collision detection, and stitching algorithms. Below…

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Tag cloud

vector field C++ Mathematics z-transform artificial intelligence response curve discrete calculus difference equation probability quadtrees maintainability spatial partitioning Simulation tiles Game Development white noise compression Perlin noise procedural texture image partitioning sum computer graphics quadtree algorithm level editor editor optimisation random number generation functional equations Special Numbers Library random distribution Dev.Mag AI game tools 2D blending filtering Image Processing grids Python functional equation sampling random Game Maker distribution function

Categories

  • Algorithms (25)
  • C++ (3)
  • Downloads (13)
  • Game Development (18)
  • Games (1)
  • Image Processing (11)
  • Java (2)
  • Mathematics (11)
  • Python (6)
  • Simulation (5)
  • Snippet (8)
  • Tools (4)
  • Tutorial (9)
  • Web Development (1)

Blogroll

  • Dev.Mag

Tag cloud

C++ Python white noise random number generation procedural texture level editor blending functional equations Special Numbers Library quadtree 2D image partitioning computer graphics sampling editor functional equation spatial partitioning maintainability Perlin noise difference equation distribution function grids sum probability random response curve game tools compression filtering Game Maker AI optimisation Image Processing tiles vector field z-transform algorithm discrete calculus Mathematics quadtrees artificial intelligence Simulation random distribution Dev.Mag Game Development
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