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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

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

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

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