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主页 / 问题 / 983208
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Clarence
Clarence
Asked:2020-05-20 00:34:52 +0000 UTC2020-05-20 00:34:52 +0000 UTC 2020-05-20 00:34:52 +0000 UTC

选择图像上的图形

  • 772

在此处输入图像描述图提取的图像处理方法有哪些?即从带有图表的图像中,需要将图表与网格和背景分开

java
  • 1 1 个回答
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1 个回答

  • Voted
  1. Best Answer
    Stranger in the Q
    2020-05-20T02:43:43Z2020-05-20T02:43:43Z

    这是edge detection带有阈值的最简单的一个给出了这个结果:

    在此处输入图像描述

    代码开启了webgl/glsl,但本质不变

    mat3 Gx = mat3(-1.0, 0.0, 1.0,
                   -2.0, 0.0, 2.0,
                   -1.0, 0.0, 1.0);
    
    mat3 Gy = mat3(-1.0, -2.0, -1.0,
                   0.0, 0.0, 0.0,
                   1.0, 2.0, 1.0);
    
    float applyKernel(mat3 gx, mat3 gy, sampler2D sampler, vec2 uv) {
        float horizontal = 0.0;
        float vertical = 0.0;   
        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
              vec2 d = vec2(float(i), float(j)) / vec2(   ${w}., ${h}. );
              float averagePixel = dot(texture2D(texture, uv+d).xyz, vec3(0.333));
              horizontal += averagePixel * gx[i][j];
              vertical += averagePixel * gy[i][j];            
            }
        }
        return sqrt(horizontal * horizontal + vertical * vertical);
    }
    

    let loader = new Image();
    loader.crossOrigin = "anonymous";
    loader.src = "https://cors-anywhere.herokuapp.com/https://isstatic.askoverflow.dev/S1HJ9.jpg";
    loader.onload = function() { 
      
      let canvas = document.querySelector('canvas');
      let gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
      let w = canvas.width = loader.width;
      let h = canvas.height = loader.height;
      
      let pid = gl.createProgram();
    
      shader(`
        attribute vec2 coords;
          void main(void) {
          gl_Position = vec4(coords.xy, 0.0, 1.0);
        }
      `, gl.VERTEX_SHADER);
    
      shader(`
        precision highp float;
        uniform sampler2D texture;
    
        mat3 Gx = mat3(-1.0, 0.0, 1.0,
                       -2.0, 0.0, 2.0,
                       -1.0, 0.0, 1.0);
    
        mat3 Gy = mat3(-1.0, -2.0, -1.0,
                       0.0, 0.0, 0.0,
                       1.0, 2.0, 1.0);
    
        float applyKernel(mat3 gx, mat3 gy, sampler2D sampler, vec2 uv) {
            float horizontal = 0.0;
            float vertical = 0.0;   
            for (int i = 0; i < 3; i++) {
                for (int j = 0; j < 3; j++) {
                  vec2 d = vec2(float(i), float(j)) / vec2(   ${w}., ${h}. );
                  float averagePixel = dot(texture2D(texture, uv+d).xyz, vec3(0.333));
                  horizontal += averagePixel * gx[i][j];
                  vertical += averagePixel * gy[i][j];            
                }
            }
            return sqrt(horizontal * horizontal + vertical * vertical);
        }
    
        void main(void) {
          vec2 uv = vec2( gl_FragCoord.x / ${w}., gl_FragCoord.y / ${h}. );
          vec4 color = texture2D(texture, uv);
          float edge = applyKernel(Gx, Gy, texture, uv);
          edge = max(edge, 0.4);
          gl_FragColor = mix( 
            vec4(edge,edge,edge,1.), 
            color, 
            step(uv.x,0.5));
        }
      `, gl.FRAGMENT_SHADER);
    
      gl.linkProgram(pid);
      gl.useProgram(pid);
    
      let array = new Float32Array([-1,  3, -1, -1, 3, -1]);
      gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
      gl.bufferData(gl.ARRAY_BUFFER, array, gl.STATIC_DRAW);
    
      let al = gl.getAttribLocation(pid, "coords");
      gl.vertexAttribPointer(al, 2, gl.FLOAT, false, 0, 0);
      gl.enableVertexAttribArray(al);
    
      let texture = gl.createTexture();
      gl.bindTexture(gl.TEXTURE_2D, texture);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, loader);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
      
      var textureLocation = gl.getUniformLocation(pid, "texture");
      gl.uniform1i(textureLocation, 0);
      gl.viewport(0, 0, w, h);
      gl.clearColor(0, 0, 0, 0);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
      
      function shader(src, type) {
        let sid = gl.createShader(type);
        gl.shaderSource(sid, src);
        gl.compileShader(sid);
        gl.attachShader(pid, sid);
      }
    }
    <canvas/>

    • 1

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