def convert(self, lg, choices = 1, adv_match = False, textures = TextureCache(), memory = 0): """Given a line graph this chops it into chunks, matches each chunk to the database of chunks and returns a new line graph with these chunks instead of the original. Output will involve heavy overlap requiring clever blending. choices is the number of options it select from the db - it grabs this many closest to the requirements and then randomly selects from them. If adv_match is True then instead of random selection from the choices it does a more advanced match, and select the best match in terms of colour distance from already-rendered chunks. This option is reasonably expensive. memory is how many recently use chunks to remember, to avoid repetition.""" if memory > (choices - 1): memory = choices - 1 # If we have no data just return the input... if self.empty(): return lg # Check if the indexing structure is valid - if not create it... if self.kdtree==None: data = numpy.array(map(lambda p: self.feature_vect(p[0], p[1]), self.chunks), dtype=numpy.float) self.kdtree = scipy.spatial.cKDTree(data, 4) # Calculate the radius scaler and distance for this line graph, by calculating the median radius... rads = map(lambda i: lg.get_vertex(i)[5], xrange(lg.vertex_count)) rads.sort() median_radius = rads[len(rads)//2] radius_mult = 1.0 / median_radius dist = self.dist * median_radius # Create the list into which we dump all the chunks that will make up the return... chunks = [] temp = LineGraph() # List of recently used chunks, to avoid obvious patterns... recent = [] # If advanced match we need a Composite of the image thus far, to compare against... if adv_match: canvas = Composite() min_x, max_x, min_y, max_y = lg.get_bounds() canvas.set_size(int(max_x+8), int(max_y+8)) # Iterate the line graph, choping it into chunks and matching a chunk to each chop... for chain in lg.chains(): head = 0 tail = 0 length = 0.0 while True: # Move tail so its long enough, or has reached the end... while length<dist and tail+1<len(chain): tail += 1 v1 = lg.get_vertex(chain[tail-1]) v2 = lg.get_vertex(chain[tail]) length += numpy.sqrt((v1[0]-v2[0])**2 + (v1[1]-v2[1])**2) # Extract a feature vector for this chunk... temp.from_vertices(lg, chain[head:tail+1]) fv = self.feature_vect(temp, median_radius) # Select a chunk from the database... if choices==1: selected = self.kdtree.query(fv)[1] orig_chunk = self.chunks[selected] else: options = list(self.kdtree.query(fv, choices)[1]) options = filter(lambda v: v not in recent, options) if not adv_match: selected = random.choice(options) orig_chunk = self.chunks[selected] else: cost = 1e64 * numpy.ones(len(options)) for i, option in enumerate(options): fn = filter(lambda t: t[0].startswith('texture:'), self.chunks[option][0].get_tags()) if len(fn)!=0: fn = fn[0][0][len('texture:'):] tex = textures[fn] chunk = LineGraph() chunk.from_many(self.chunks[option][0]) chunk.morph_to(lg, chain[head:tail+1]) part = canvas.draw_line_graph(chunk) cost[i] = canvas.cost_texture_nearest(tex, part) selected = options[numpy.argmin(cost)] orig_chunk = self.chunks[selected] # Update recent list... recent.append(selected) if len(recent)>memory: recent.pop(0) # Distort it to match the source line graph... chunk = LineGraph() chunk.from_many(orig_chunk[0]) chunk.morph_to(lg, chain[head:tail+1]) # Record it for output... chunks.append(chunk) # If advanced matching is on write it out to canvas, so future choices will take it into account... if adv_match: fn = filter(lambda t: t[0].startswith('texture:'), chunk.get_tags()) if len(fn)!=0: fn = fn[0][0][len('texture:'):] tex = textures[fn] part = canvas.draw_line_graph(chunk) canvas.paint_texture_nearest(tex, part) # If tail is at the end exit the loop... if tail+1 >= len(chain): break # Move head along for the next chunk... to_move = dist * self.factor while to_move>0.0 and head+2<len(chain): head += 1 v1 = lg.get_vertex(chain[head-1]) v2 = lg.get_vertex(chain[head]) offset = numpy.sqrt((v1[0]-v2[0])**2 + (v1[1]-v2[1])**2) length -= offset to_move -= offset # Return the final line graph... ret = LineGraph() ret.from_many(*chunks) return ret
def render(lg, border=8, textures=TextureCache(), cleverness=0, radius_growth=3.0, stretch_weight=0.5, edge_weight=0.5, smooth_weight=2.0, alpha_weight=1.0, unary_mult=1.0, overlap_weight=0.0, use_linear=True): """Given a line_graph this will render it, returning a numpy array that represents an image (As the first element in a tuple - second element is how many graph cut problems it solved.). It will transform the entire linegraph to obtain a suitable border. The cleverness parameter indicates how it merges the many bits - 0 means last layer (stupid), 1 means averaging; 2 selecting a border using max flow; 3 using graph cuts to take into account weight as well.""" # Setup the compositor... comp = Composite() min_x, max_x, min_y, max_y = lg.get_bounds() do_transform = False offset_x = 0.0 offset_y = 0.0 if min_x < border: do_transform = True offset_x = border - min_x if min_y < border: do_transform = True offset_y = border - min_y if do_transform: hg = numpy.eye(3, dtype=numpy.float32) hg[0, 2] = offset_x hg[1, 2] = offset_y lg.transform(hg) max_x += offset_x max_y += offset_y comp.set_size(int(max_x + border), int(max_y + border)) # Break the lg into segments, as each can have its own image - draw & paint each in turn... lg.segment() duplicate_sets = dict() for s in xrange(lg.segments): slg = LineGraph() slg.from_segment(lg, s) part = comp.draw_line_graph(slg, radius_growth, stretch_weight) done = False fn = filter(lambda t: t[0].startswith('texture:'), slg.get_tags()) if len(fn) != 0: fn = fn[0][0][len('texture:'):] else: fn = None for pair in filter(lambda t: t[0].startswith('duplicate:'), slg.get_tags()): key = pair[0][len('duplicate:'):] if key in duplicate_sets: duplicate_sets[key].append(part) else: duplicate_sets[key] = [part] tex = textures[fn] if tex is not None: if use_linear: comp.paint_texture_linear(tex, part) else: comp.paint_texture_nearest(tex, part) done = True if not done: comp.paint_test_pattern(part) # Bias towards pixels that are opaque... comp.inc_weight_alpha(alpha_weight) # Arrange for duplicate pairs to have complete overlap, by adding transparent pixels, so graph cuts doesn't create a feather effect... if overlap_weight > 1e-6: for values in duplicate_sets.itervalues(): for i, part1 in enumerate(values): for part2 in values[i:]: comp.draw_pair(part1, part2, overlap_weight) # If requested use maxflow to find optimal cuts, to avoid any real blending... count = 0 if cleverness == 2: count = comp.maxflow_select(edge_weight, smooth_weight, maxflow) elif cleverness == 3: count = comp.graphcut_select(edge_weight, smooth_weight, unary_mult, maxflow) if cleverness == 0: render = comp.render_last() else: render = comp.render_average() # Return the rendered image (If cleverness==0 this will actually do some averaging, otherwise it will just create an image)... return render, count
def convert(self, lg, choices=1, adv_match=False, textures=TextureCache(), memory=0): """Given a line graph this chops it into chunks, matches each chunk to the database of chunks and returns a new line graph with these chunks instead of the original. Output will involve heavy overlap requiring clever blending. choices is the number of options it select from the db - it grabs this many closest to the requirements and then randomly selects from them. If adv_match is True then instead of random selection from the choices it does a more advanced match, and select the best match in terms of colour distance from already-rendered chunks. This option is reasonably expensive. memory is how many recently use chunks to remember, to avoid repetition.""" if memory > (choices - 1): memory = choices - 1 # If we have no data just return the input... if self.empty(): return lg # Check if the indexing structure is valid - if not create it... if self.kdtree == None: data = numpy.array(map(lambda p: self.feature_vect(p[0], p[1]), self.chunks), dtype=numpy.float) self.kdtree = scipy.spatial.cKDTree(data, 4) # Calculate the radius scaler and distance for this line graph, by calculating the median radius... rads = map(lambda i: lg.get_vertex(i)[5], xrange(lg.vertex_count)) rads.sort() median_radius = rads[len(rads) // 2] radius_mult = 1.0 / median_radius dist = self.dist * median_radius # Create the list into which we dump all the chunks that will make up the return... chunks = [] temp = LineGraph() # List of recently used chunks, to avoid obvious patterns... recent = [] # If advanced match we need a Composite of the image thus far, to compare against... if adv_match: canvas = Composite() min_x, max_x, min_y, max_y = lg.get_bounds() canvas.set_size(int(max_x + 8), int(max_y + 8)) # Iterate the line graph, choping it into chunks and matching a chunk to each chop... for chain in lg.chains(): head = 0 tail = 0 length = 0.0 while True: # Move tail so its long enough, or has reached the end... while length < dist and tail + 1 < len(chain): tail += 1 v1 = lg.get_vertex(chain[tail - 1]) v2 = lg.get_vertex(chain[tail]) length += numpy.sqrt((v1[0] - v2[0])**2 + (v1[1] - v2[1])**2) # Extract a feature vector for this chunk... temp.from_vertices(lg, chain[head:tail + 1]) fv = self.feature_vect(temp, median_radius) # Select a chunk from the database... if choices == 1: selected = self.kdtree.query(fv)[1] orig_chunk = self.chunks[selected] else: options = list(self.kdtree.query(fv, choices)[1]) options = filter(lambda v: v not in recent, options) if not adv_match: selected = random.choice(options) orig_chunk = self.chunks[selected] else: cost = 1e64 * numpy.ones(len(options)) for i, option in enumerate(options): fn = filter(lambda t: t[0].startswith('texture:'), self.chunks[option][0].get_tags()) if len(fn) != 0: fn = fn[0][0][len('texture:'):] tex = textures[fn] chunk = LineGraph() chunk.from_many(self.chunks[option][0]) chunk.morph_to(lg, chain[head:tail + 1]) part = canvas.draw_line_graph(chunk) cost[i] = canvas.cost_texture_nearest( tex, part) selected = options[numpy.argmin(cost)] orig_chunk = self.chunks[selected] # Update recent list... recent.append(selected) if len(recent) > memory: recent.pop(0) # Distort it to match the source line graph... chunk = LineGraph() chunk.from_many(orig_chunk[0]) chunk.morph_to(lg, chain[head:tail + 1]) # Record it for output... chunks.append(chunk) # If advanced matching is on write it out to canvas, so future choices will take it into account... if adv_match: fn = filter(lambda t: t[0].startswith('texture:'), chunk.get_tags()) if len(fn) != 0: fn = fn[0][0][len('texture:'):] tex = textures[fn] part = canvas.draw_line_graph(chunk) canvas.paint_texture_nearest(tex, part) # If tail is at the end exit the loop... if tail + 1 >= len(chain): break # Move head along for the next chunk... to_move = dist * self.factor while to_move > 0.0 and head + 2 < len(chain): head += 1 v1 = lg.get_vertex(chain[head - 1]) v2 = lg.get_vertex(chain[head]) offset = numpy.sqrt((v1[0] - v2[0])**2 + (v1[1] - v2[1])**2) length -= offset to_move -= offset # Return the final line graph... ret = LineGraph() ret.from_many(*chunks) return ret
def render(lg, border = 8, textures = TextureCache(), cleverness = 0, radius_growth = 3.0, stretch_weight = 0.5, edge_weight = 0.5, smooth_weight = 2.0, alpha_weight = 1.0, unary_mult = 1.0, overlap_weight = 0.0, use_linear = True): """Given a line_graph this will render it, returning a numpy array that represents an image (As the first element in a tuple - second element is how many graph cut problems it solved.). It will transform the entire linegraph to obtain a suitable border. The cleverness parameter indicates how it merges the many bits - 0 means last layer (stupid), 1 means averaging; 2 selecting a border using max flow; 3 using graph cuts to take into account weight as well.""" # Setup the compositor... comp = Composite() min_x, max_x, min_y, max_y = lg.get_bounds() do_transform = False offset_x = 0.0 offset_y = 0.0 if min_x<border: do_transform = True offset_x = border-min_x if min_y<border: do_transform = True offset_y = border-min_y if do_transform: hg = numpy.eye(3, dtype=numpy.float32) hg[0,2] = offset_x hg[1,2] = offset_y lg.transform(hg) max_x += offset_x max_y += offset_y comp.set_size(int(max_x+border), int(max_y+border)) # Break the lg into segments, as each can have its own image - draw & paint each in turn... lg.segment() duplicate_sets = dict() for s in xrange(lg.segments): slg = LineGraph() slg.from_segment(lg, s) part = comp.draw_line_graph(slg, radius_growth, stretch_weight) done = False fn = filter(lambda t: t[0].startswith('texture:'), slg.get_tags()) if len(fn)!=0: fn = fn[0][0][len('texture:'):] else: fn = None for pair in filter(lambda t: t[0].startswith('duplicate:'), slg.get_tags()): key = pair[0][len('duplicate:'):] if key in duplicate_sets: duplicate_sets[key].append(part) else: duplicate_sets[key] = [part] tex = textures[fn] if tex!=None: if use_linear: comp.paint_texture_linear(tex, part) else: comp.paint_texture_nearest(tex, part) done = True if not done: comp.paint_test_pattern(part) # Bias towards pixels that are opaque... comp.inc_weight_alpha(alpha_weight) # Arrange for duplicate pairs to have complete overlap, by adding transparent pixels, so graph cuts doesn't create a feather effect... if overlap_weight>1e-6: for values in duplicate_sets.itervalues(): for i, part1 in enumerate(values): for part2 in values[i:]: comp.draw_pair(part1, part2, overlap_weight) # If requested use maxflow to find optimal cuts, to avoid any real blending... count = 0 if cleverness==2: count = comp.maxflow_select(edge_weight, smooth_weight, maxflow) elif cleverness==3: count = comp.graphcut_select(edge_weight, smooth_weight, unary_mult, maxflow) if cleverness==0: render = comp.render_last() else: render = comp.render_average() # Return the rendered image (If cleverness==0 this will actually do some averaging, otherwise it will just create an image)... return render, count