After a few days of learning OpenCV, I started to write my first OpenCV program, the requirement is to detect single color and find three largest color objects, it’s a very basic program, but you can know a lot about computer vision if you understand the code. OpenCV provide so many functions, you have to know what you want and what the function does.
This program still run on the Raspberry Pi, frame per second is about 8.5, if you want to find more or less than 3 biggest objects, you can change N. Here is code(You also can get it in my Github) sg_color.c:
Here is makefile:
LIBS= `pkg-config --libs opencv` CFLAGS= `pkg-config --cflags opencv` objects= sg_color.o sg_color: $(objects) gcc $(LIBS)$(CFLAGS) -o sg_color $(objects) .PHONY: clean clean: rm sg_color $(objects)
Ever wondered how visually intelligent our brain is ? or How much has machine vision achieved in mimicking human vision till now ? Lets start by observing a picture
Each of these children is observing the world surrounding him/her. They can identify shape and color of various patches in the room. They can also classify objects, the actions of teacher and most importantly ,identify the visually related social behavior of objects in the environment.
By the age of two, our visual cortex becomes so well trained that we can understand any scene without rationalizing its pixel space. This becomes clear from the following example :-
Observe how quickly your brain understands the scene , albeit it falters in guessing that the size of three vehicles are equal. On the other hand, machine vision is still in its infancy. There are algorithms that accurately…
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A team of New York University researchers that includes Facebook AI Lab Director Yann LeCun recently published a paper explaining how they built a deep learning model capable of predicting the position of human limbs in images. That field of computer vision, called human pose estimation, doesn’t get as much attention as things like facial recognition or object recognition, but it’s actually quite difficult and potentially very important in fields such as human-computer interaction and computer animation.
Computers that can accurately identify the positions of people’s arms, legs, joints and general body alignment could lead to better gesture-based controls for interactive displays, more-accurate markerless (i.e., no sensors stuck to people’s bodies) motion-capture systems, and robots (or other computers) that can infer actions as well as identify objects. Even in situations where it’s difficult or impossible to see or distinguish a part of somebody’s body, or even an entire side, pose-estimation systems should be smart…
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Today’s lectures & main take-away messages
Heaps as Data Structures: (1) if you find yourself doing repeated minimum (or maximum) computations, consider a heap and (2) choosing the right data structure can decrease an algorithm’s running time
Intro to Greedy Algorithms: (1) Greedy algorithms are one of the major algorithm design paradigms along with divide & conquer, randomized, and dynamic programming. (2) Comparing Greedy to Divide & Conquer, greedy algorithms are generally easier to apply while you need the right insight to find how to decompose for D & C, easier to calculate Big O classification since often one aspect of the algorithm dominates, but typically non-trivial to prove correctness.
Optimal Caching as an…
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Suppose you want to find the minimum value in an array. Well, the Swift standard library has you covered:
Ok that’s cool. But suppose you have an array of strings of integers and you want the minimum numeric value.
Well, I guess you could map them to
Int and then use the same function:
Nope, compiler error.
String.toInt returns an
Int?, because maybe the string isn’t a number.
Fair enough. I happen to know with my intimate knowledge of the problem domain that we can just ignore non-numeric values. So maybe filter those out?
Nope, more compiler errors, because now we have only non-
nil values, but they’re still optionals and an
Int? doesn’t conform to
Comparable. So maybe another
map to force-unwrap the results (force unwrap is OK because the filter will guarantee no non-nil elements):1
Ok that compiles now and does return the minimum numeric…
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his implementation support Member( ), Insert( ), and Delete( ) functions. Populate the linked list with n random, but unique values. Each value should be between 0 and 2^16– 1. Then perform m random Member, Insert, and Delete operations on the link list. Let mMember, mInsert, and mDelete be the fractions of operations of each type. You may use any values within 0 and 2^16– 1 while performing these three operations.
However, to simplify the implementation, a new value inserted into the list cannot be a value already in the list (it may be a value that was initially added to the list, but later removed).
As a example I have use RIGHT-ROTATE to present the steps of the rotations. LEFT-ROTATE is also semantic.
- y = x.left // set y
- x.left = y.right // turn y’s right sub tree into x’s left sub tree
- if y.right ≠ NULL
- y.right.parent = x
- y.parent = x.parent // link x’s parent to y
- if x.parent == NULL
- T.root = y
- else if x == x.parent.left
- x.parent.left = y
- x.parent.right = y
- y.right = x // put x on y’s right
- x.parent = y
- Assume that the n items are distinct.
Last week I attended the Northern Game Summit, an awesome event hosted in Kajaani Finland. The event gathered somewhere around 700 attendees who all got one thing in common – creating awesome games.
I was lucky enough to be invited there to keep three presentations around Unity and game development. My talks was around getting started with developing games, getting your games published to Windows Store and Windows Phone Store, and how to get connected using the cloud.
Most of my content was based on my Unity for Windows tutorial series – but the coolest thing was the networking and meeting some of the guys behind Angry Birds, Badland, EVE Online, Alan Wake and a lot of motivated startups and students with one thing on their mind – trying to create good games, and experience worth hours of gameplay for us consumers.
Somehow, Finland manages to create games that…
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For anyone that stumbles onto this blog, you’ll probably be interested in some “premium” video tutorials. Assorted code snippets are great, but there comes a time for epic learning, and that can best be delivered with a real project and video tutorials. My latest Sprite Kit lesson is 8 hours long (divided up into shorter 10-20 minute movies) and covers a long-time favorite topic of mine, Role Playing Games!. I’ll give you a brief overview of the lesson below, but you can find out more at the sales page.
Each level is a physics based world, one thing we will do early on is program our own debug borders around the physics objects. This way we can see exactly what the collision area is around the world, characters, etc. This was an easy option to turn on with Cocos2d, but unfortunately with Sprite Kit, you need to do a…
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