gaussianblur

Image deblurring using gaussian filter in matlab without additive noise

允我心安 提交于 2019-12-24 08:26:20
问题 I have to use an inverse filter to remove the blurring from this image . Unfortunately, I have to figure out the transfer function H of the imaging system used to get these sharper images, It should be Gaussian. So, I should determine the approximate width of the Gaussian by trying different Gaussian widths in an inverse filter and judging which resulting images look the “best”. The best result will be optimally sharp – i.e., edges will look sharp but will not have visible ringing. I tried by

SVG feGaussianBlur and feColorMatrix filters not working in Chrome?

五迷三道 提交于 2019-12-21 21:33:12
问题 I'm attempting to use the filters from this code http://bl.ocks.org/nbremer/0e98c72b043590769facc5e829ebf43f . The achieved effect is good in Firefox 56 (64bits) on Win 7, but it is strange in Chrome 62 (64bits). The colors are much lighter and the effect doesn't look as smooth as in FF. I've read a lot of questions about Safari not displaying these filters correctly, but I can't find anything about Chrome. Please see screenshots below : Firefox Chrome Any idea what is causing the difference

Fast Gaussian blur at pause [closed]

点点圈 提交于 2019-12-18 16:55:49
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 2 years ago . In cocos2d-x I need to implement fast gaussian blur and here is how it should looks like( I just found some game on the App Store with already done such blur, in unity): So, it's nice fadeIn - fadeOut blur when user pauses the game. GPUImage already has a fast blur I need, but I can't find solution for cocos2d-x

How to blur 3D array of points, while maintaining their original values? (Python)

会有一股神秘感。 提交于 2019-12-11 15:26:01
问题 I have a sparse 3D array of values. I am trying to turn each "point" into a fuzzy "sphere", by applying a Gaussian filter to the array. I would like the original value at the point (x,y,z) to remain the same. I just want to create falloff values around this point... But applying the Gaussian filter changes the original (x,y,z) value as well. I am currently doing this: dataCube = scipy.ndimage.filters.gaussian_filter(dataCube, 3, truncate=8) Is there a way for me to normalize this, or do

Gaussian Filter implemetation

天涯浪子 提交于 2019-12-11 10:58:18
问题 I am preparing to implement a Gaussian Filter in C#, and in preparation I am reading literature on this. However I have disagreeing sources. One book (Japanese text: Practical Image Processing Introduction by Uchimura) specifies that the equation to calculate the template is w(u,v)= (1/2*pi*sigma^2) exp(-(x^2+v^2)/(2*sigma^2)). I think that is correct, although the author links size and sigma as SIZE = 3*sigma . Finally an excellent book (Feature Extraction & Image Processing for Computer

Parallelize chain of Gaussian Blurs

此生再无相见时 提交于 2019-12-11 10:16:06
问题 I have this code (revisited version of this): void HessianDetector::detectOctaveKeypoints(const Mat &firstLevel, ...) { vector<Mat> blurs (par.numberOfScales+3, Mat()); blurs[1] = firstLevel; for (int i = 1; i < par.numberOfScales+2; i++){ float sigma = par.sigmas[i]* sqrt(sigmaStep * sigmaStep - 1.0f); blurs[i+1] = gaussianBlur(blurs[i], sigma); } ... Where: Mat gaussianBlur(const Mat input, const float sigma) { Mat ret(input.rows, input.cols, input.type()); int size = (int)(2.0 * 3.0 *

Fastest Gaussian Blur Not Working

こ雲淡風輕ζ 提交于 2019-12-10 12:08:59
问题 I am not good at JavaScript and have been trying to get Ivan Kuckir's Fastest Gaussian Blur code to work with no success. When I load the page, it becomes unresponsive so that I will have to close the window somehow. The code I use follows. What am doing wrong? <html> <head> <script src="Path_To_GaussianBlur.js"></script> </head> <body> <img id="sourceImage" src="SomeImage_200px_x_200px.jpg" /> <canvas id="canvas1" width="200" height="200" style="border: 1px solid blue"></canvas> <canvas id=

how do I implement Gaussian blurring layer in Keras?

让人想犯罪 __ 提交于 2019-12-08 07:51:18
问题 I have an autoencoder and I need to add a Gaussian noise layer after my output. I need a custom layer to do this, but I really do not know how to produce it, I need to produce it using tensors. what should I do if I want to implement the above equation in the call part of the following code? class SaltAndPepper(Layer): def __init__(self, ratio, **kwargs): super(SaltAndPepper, self).__init__(**kwargs) self.supports_masking = True self.ratio = ratio # the definition of the call method of custom

Depth of Field shader for points/strokes in Processing

孤街浪徒 提交于 2019-12-07 23:53:21
问题 Recently I've been using the Depth of Field shader below (originally from the ofxPostProcessing library for OpenFrameworks) for my Processing sketches. depth.glsl uniform float maxDepth; void main() { float depth = gl_FragCoord.z / gl_FragCoord.w; gl_FragColor = vec4(vec3(1.0 - depth/maxDepth), 1.0); } dof.glsl uniform sampler2D texture; varying vec4 vertexture; varying vec4 vertTexCoord; uniform sampler2D tDepth; uniform float maxBlur; // max blur amount uniform float aperture; // aperture -

Replace a chain of image blurs with one blur

混江龙づ霸主 提交于 2019-12-07 01:42:06
问题 In this question I asked how to implement a chain of blurs in one single step. Then I found out from the gaussian blur page of Wikipedia that: Applying multiple, successive gaussian blurs to an image has the same effect as applying a single, larger gaussian blur, whose radius is the square root of the sum of the squares of the blur radii that were actually applied. For example, applying successive gaussian blurs with radii of 6 and 8 gives the same results as applying a single gaussian blur