Floyd-Strinberg diffusion
This commit is contained in:
27
C++/Floyd-Steinberg diffusion/.vscode/launch.json
vendored
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27
C++/Floyd-Steinberg diffusion/.vscode/launch.json
vendored
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": "(gdb) Launch",
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"type": "cppdbg",
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"request": "launch",
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"program": "${workspaceFolder}/output.o",
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"args": ["image.jpg"],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}",
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"environment": [],
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"externalConsole": true,
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"MIMode": "gdb",
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"setupCommands": [
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{
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"description": "Enable pretty-printing for gdb",
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"text": "-enable-pretty-printing",
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"ignoreFailures": true
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}
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]
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}
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]
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}
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BIN
C++/Floyd-Steinberg diffusion/image.jpg
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BIN
C++/Floyd-Steinberg diffusion/image.jpg
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BIN
C++/Floyd-Steinberg diffusion/image1.jpg
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C++/Floyd-Steinberg diffusion/image1.jpg
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114
C++/Floyd-Steinberg diffusion/main.cpp
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114
C++/Floyd-Steinberg diffusion/main.cpp
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#include <iostream>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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struct Pixel {
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unsigned char r, g, b, a;
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};
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int index(int x, int y, int w) {
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return x+y*w;
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}
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int main(int argc, char** argv) {
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if (argc < 2) {
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std::cout << "Incorrect usage, use like ./output.o <imagepath>" << std::endl;
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return 0;
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}
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int w, h, c;
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Pixel* image = (Pixel*)stbi_load(*(argv + 1), &w, &h, &c, 4);
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if (image == NULL){
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std::cout << "Invalid image: " << stbi_failure_reason() << std::endl;
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return 0;
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}
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// Pixel* image = (Pixel*)malloc(sizeof(Pixel) * w * h * 4);
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// Pixel* image = (Pixel*)stbi_load(*(argv + 1), &w, &h, &c, 4);
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// Pixel* image = new Pixel[w * h * 4];
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// for (int y = 0; y < h - 1; y++) {
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// for (int x = 1; x < w - 1; x++) {
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// image[x + y * w] = {255, 255, 255, 255};
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// }
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// }
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int colComplexity = 3;
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for (int y = 1; y < h - 1; y++) {
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for (int x = 1; x < w - 1; x++) {
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image[x + y * w].r = round(colComplexity * image[x + y * w].r / 255) * (255 / colComplexity);
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image[x + y * w].g = round(colComplexity * image[x + y * w].g / 255) * (255 / colComplexity);
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image[x + y * w].b = round(colComplexity * image[x + y * w].b / 255) * (255 / colComplexity);
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float errorR = image[x + y * w].r - image[x + y * w].r;
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float errorG = image[x + y * w].g - image[x + y * w].g;
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float errorB = image[x + y * w].b - image[x + y * w].b;
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int i = index(x+1, y, w);
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image[i].r = (float)image[i].r + errorR * (7.0f / 16.0f);
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image[i].g = (float)image[i].g + errorG * (7.0f / 16.0f);
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image[i].b = (float)image[i].b + errorB * (7.0f / 16.0f);
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i = index(x-1, y+1, w);
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image[i].r = (float)image[i].r + errorR * (3.0f / 16.0f);
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image[i].g = (float)image[i].g + errorG * (3.0f / 16.0f);
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image[i].b = (float)image[i].b + errorB * (3.0f / 16.0f);
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i = index(x, y+1, w);
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image[i].r = (float)image[i].r + errorR * (5.0f / 16.0f);
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image[i].g = (float)image[i].g + errorG * (5.0f / 16.0f);
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image[i].b = (float)image[i].b + errorB * (5.0f / 16.0f);
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i = index(x+1, y+1, w);
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image[i].r = (float)image[i].r + errorR * (1.0f / 16.0f);
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image[i].g = (float)image[i].g + errorG * (1.0f / 16.0f);
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image[i].b = (float)image[i].b + errorB * (1.0f / 16.0f);
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// int i = index(x+1, y, w);
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// float r = image[i].r;
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// float g = image[i].g;
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// float b = image[i].b;
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// r = r + errorR * 7/16.0;
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// g = g + errorG * 7/16.0;
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// b = b + errorB * 7/16.0;
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// image[i] = {r, g, b, 255};
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// i = index(x-1, y+1, w);
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// r = image[i].r;
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// g = image[i].g;
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// b = image[i].b;
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// r = r + errorR * 3/16.0;
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// g = g + errorG * 3/16.0;
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// b = b + errorB * 3/16.0;
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// image[i] = {r, g, b, 255};
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// i = index(x, y+1, w);
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// r = image[i].r;
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// g = image[i].g;
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// b = image[i].b;
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// r = r + errorR * 5/16.0;
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// g = g + errorG * 5/16.0;
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// b = b + errorB * 5/16.0;
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// image[i] = {r, g, b, 255};
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// i = index(x+1, y+1, w);
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// r = image[i].r;
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// g = image[i].g;
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// b = image[i].b;
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// r = r + errorR * 1/16.0;
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// g = g + errorG * 1/16.0;
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// b = b + errorB * 1/16.0;
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// image[i] = {r, g, b, 255};
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// pixel[x + 1][y ] := pixel[x + 1][y ] + quant_error * 7 / 16
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// pixel[x - 1][y + 1] := pixel[x - 1][y + 1] + quant_error * 3 / 16
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// pixel[x ][y + 1] := pixel[x ][y + 1] + quant_error * 5 / 16
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// pixel[x + 1][y + 1] := pixel[x + 1][y + 1] + quant_error * 1 / 16
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}
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}
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stbi_write_png("output.png", w, h, 4, (unsigned char*)image, 0);
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}
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BIN
C++/Floyd-Steinberg diffusion/output.o
Executable file
BIN
C++/Floyd-Steinberg diffusion/output.o
Executable file
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BIN
C++/Floyd-Steinberg diffusion/output.png
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BIN
C++/Floyd-Steinberg diffusion/output.png
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After Width: | Height: | Size: 461 KiB |
7462
C++/Floyd-Steinberg diffusion/stb_image.h
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7462
C++/Floyd-Steinberg diffusion/stb_image.h
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File diff suppressed because it is too large
Load Diff
1568
C++/Floyd-Steinberg diffusion/stb_image_write.h
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1568
C++/Floyd-Steinberg diffusion/stb_image_write.h
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File diff suppressed because it is too large
Load Diff
152
C++/todo.txt
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152
C++/todo.txt
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@@ -0,0 +1,152 @@
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To do
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- [ ] Forward kinematics
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- [ ] Inverse kinematics
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- [x] Simple pendulum
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- [ ] Double pendulum
|
||||
- [x] Doom fire algorithm
|
||||
- [ ] Quad tree compression
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||||
- [ ] GLSL smallpt
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||||
- [ ] CPU smallpt
|
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- [ ] Dithering library
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- [ ] All RGB
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- [ ] Chip-8 emulator
|
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- [ ] Chip-8 assembler
|
||||
- [ ] Chip-8 disassembler
|
||||
- [ ] Normal mapping on images
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- [ ] Tesseract
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||||
- [ ] Lissajous table
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||||
- [ ] Navier-Stokes fluid simulation
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||||
- [ ] Floyd-Steinberg dithering
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||||
- [ ] Terminal text extension
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||||
- [ ] SDL2 audio extension
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||||
- [ ] Other error diffusion methods
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||||
- [ ] Elementary cellular automata
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||||
- [ ] Two-dimensional cellular automata
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||||
- [ ] Software rasterizer
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- [ ] Fire automata
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- [ ] Plasma effect
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||||
- [ ] Perlin noise terrain
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||||
- [ ] Refracting rays
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||||
- [ ] Sierpinski triangle
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- [ ] Untextured ray caster
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||||
- [ ] Textured ray caster
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||||
- [ ] Verlet integration rag doll physics
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||||
- [ ] Truetype font rasterizing
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||||
- [ ] Quaternion raymarching
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||||
- [ ] Newton fractal
|
||||
- [ ] Complex function visualization
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||||
- [ ] Smoothed particle hydrodynamics
|
||||
- [ ] Porting minecraft4k
|
||||
- [ ] Physics sandbox (Verlet)
|
||||
- [ ] Barycentric triangle coordinates
|
||||
- [ ] Pac-Man simulation
|
||||
- [ ] Dynamic lighting (line of sight)
|
||||
- [ ] Tetris simulation
|
||||
- [ ] Falling text (Matrix simulation)
|
||||
- [ ] Snake simulation
|
||||
- [ ] Ball/ball collisions and response
|
||||
- [ ] The Powder Toy
|
||||
- [ ] Burning ship fractal
|
||||
- [ ] NES emulator
|
||||
- [ ] MNIST neural network
|
||||
- [ ] Simple XOR neural network
|
||||
- [ ] Genetic algorithms
|
||||
- [ ] Ear-clipping triangulation
|
||||
- [ ] Fireworks particle system
|
||||
- [ ] Newtonian gravity particle system
|
||||
- [ ] Load models (SGL)
|
||||
- [ ] Projection (SGL)
|
||||
- [ ] Transformation (SGL)
|
||||
- [ ] Culling (SGL)
|
||||
- [ ] Clipping (SGL)
|
||||
- [ ] Lighting (SGL)
|
||||
- [x] Mandelbrot explorer
|
||||
- [ ] Black/white dithering
|
||||
- [ ] 3-bit color dithering
|
||||
- [ ] N-body simulation
|
||||
- [ ] Barnes-Hut n-body simulation
|
||||
- [ ] Cloth simulation (Verlet)
|
||||
- [ ] Procedural texture generation
|
||||
- [ ] Hilbert curve
|
||||
- [ ] Turtle graphics engine
|
||||
- [ ] OpenGL procedural terrain
|
||||
- [ ] Julia set explorer
|
||||
- [ ] OpenGL model viewer
|
||||
- [ ] GPU acceleration framework
|
||||
- [ ] Raymarching silhouettes
|
||||
- [ ] Raymarching Phong illumination
|
||||
- [ ] Domain repetition and primitive operators (raymarching)
|
||||
- [ ] OpenCV with OpenGL video processing
|
||||
- [ ] Ray marched terrain
|
||||
- [ ] GPU accelerated Mandelbrot explorer
|
||||
- [ ] GPU accelerated Julia explorer
|
||||
- [ ] GPU accelerated Burning Ship explorer
|
||||
- [ ] GPU accelerated Newton explorer
|
||||
- [ ] Physically correct asteroids
|
||||
- [ ] Fractal generator (high-precision)
|
||||
- [ ] Affine transformations (identity)
|
||||
- [ ] Affine transformations (rotation)
|
||||
- [ ] Affine transformations (translation)
|
||||
- [ ] Affine transformations (scalar)
|
||||
- [ ] Affine transformations (shear)
|
||||
- [ ] Fractal Brownian motion simulation
|
||||
- [ ] Phong lighting with normal interpolation
|
||||
- [ ] Audio processing with stb_vorbis
|
||||
- [ ] Voronoi diagrams
|
||||
- [ ] Raymarched die
|
||||
- [ ] Raymarched pawn
|
||||
- [ ] Cellular noise terrain
|
||||
- [ ] Voronoi based terrain generation
|
||||
- [ ] Naive metaballs
|
||||
- [ ] Naive Voronoi metaballs
|
||||
- [ ] Naive blended metaballs
|
||||
- [ ] Metaballs with marching squares
|
||||
- [ ] Perlin noise flow field
|
||||
- [ ] Pressure and heat simulations
|
||||
- [ ] Marching squares isolines
|
||||
- [ ] 15 seconds of RAM on Chip-8
|
||||
- [ ] K-means clustering
|
||||
- [ ] Additive blending
|
||||
- [ ] RGB 3D visualization
|
||||
- [ ] RGB-HSL and vice versa
|
||||
- [ ] Grapher
|
||||
- [ ] Flocking (boids)
|
||||
- [ ] Image quantization (median-cut)
|
||||
- [ ] Image quantization (k-means)
|
||||
- [ ] Double-precision GLSL fractals
|
||||
- [ ] Bézier curve
|
||||
- [ ] Refraction (optics)
|
||||
- [ ] Mode 7 racing
|
||||
- [ ] Spiral raster
|
||||
- [ ] Plot function
|
||||
- [ ] Rope simulation (Verlet)
|
||||
- [ ] Hair simulation (Verlet)
|
||||
- [ ] Koch snowflake
|
||||
- [ ] Newton’s cradle simulation (Verlet)
|
||||
- [ ] Anti-aliased line rasterization (Xiaolin Wu)
|
||||
- [ ] Anti-aliased thick line rasterization (Xiaolin Wu)
|
||||
- [ ] Spirograph
|
||||
- [ ] Circle-line intersection
|
||||
- [ ] Fourier series visualization (square)
|
||||
- [ ] Fourier series visualization (saw)
|
||||
- [ ] Discrete Fourier transform
|
||||
- [ ] Fourier transform based epicycles
|
||||
- [ ] Fast Fourier transform
|
||||
- [ ] 2D nearest-neighbor interpolation
|
||||
- [ ] Bilinear interpolation
|
||||
- [ ] Bicubic interpolation
|
||||
- [ ] Edge detection
|
||||
- [ ] Catmull-Rom splines
|
||||
- [ ] Sepia filter
|
||||
- [ ] Various black/white filters
|
||||
- [ ] Guassian blur
|
||||
- [ ] Box blur
|
||||
- [ ] Image convolution using kernels
|
||||
- [ ] Function approximation using neural networks
|
||||
- [ ] Checkers/chess game in OpenGL
|
||||
- [ ] Rubik’s cube solver and scrambler
|
||||
- [ ] Rubik’s cube renderer in OpenGL
|
||||
- [ ] Connect 4 in OpenGL
|
||||
- [ ] Fast Fourier transform for audio visualization
|
||||
- [ ] Text editor using Terminal extension
|
||||
152
C++/todo.txt.save
Normal file
152
C++/todo.txt.save
Normal file
@@ -0,0 +1,152 @@
|
||||
To do
|
||||
|
||||
- [ ] Forward kinematics
|
||||
- [ ] Inverse kinematics
|
||||
- [x] Simple pendulum
|
||||
- [ ] Double pendulum
|
||||
- [x] Doom fire algorithm
|
||||
- [ ] Quad tree compression
|
||||
- [ ] GLSL smallpt
|
||||
- [ ] CPU smallpt
|
||||
- [ ] Dithering library
|
||||
- [ ] All RGB
|
||||
- [ ] Chip-8 emulator
|
||||
- [ ] Chip-8 assembler
|
||||
- [ ] Chip-8 disassembler
|
||||
- [ ] Normal mapping on images
|
||||
- [ ] Tesseract
|
||||
- [ ] Lissajous table
|
||||
- [ ] Navier-Stokes fluid simulation
|
||||
- [] Floyd-Steinberg dithering
|
||||
- [ ] Terminal text extension
|
||||
- [ ] SDL2 audio extension
|
||||
- [ ] Other error diffusion methods
|
||||
- [ ] Elementary cellular automata
|
||||
- [ ] Two-dimensional cellular automata
|
||||
- [ ] Software rasterizer
|
||||
- [ ] Fire automata
|
||||
- [ ] Plasma effect
|
||||
- [ ] Perlin noise terrain
|
||||
- [ ] Refracting rays
|
||||
- [ ] Sierpinski triangle
|
||||
- [ ] Untextured ray caster
|
||||
- [ ] Textured ray caster
|
||||
- [ ] Verlet integration rag doll physics
|
||||
- [ ] Truetype font rasterizing
|
||||
- [ ] Quaternion raymarching
|
||||
- [ ] Newton fractal
|
||||
- [ ] Complex function visualization
|
||||
- [ ] Smoothed particle hydrodynamics
|
||||
- [ ] Porting minecraft4k
|
||||
- [ ] Physics sandbox (Verlet)
|
||||
- [ ] Barycentric triangle coordinates
|
||||
- [ ] Pac-Man simulation
|
||||
- [ ] Dynamic lighting (line of sight)
|
||||
- [ ] Tetris simulation
|
||||
- [ ] Falling text (Matrix simulation)
|
||||
- [ ] Snake simulation
|
||||
- [ ] Ball/ball collisions and response
|
||||
- [ ] The Powder Toy
|
||||
- [ ] Burning ship fractal
|
||||
- [ ] NES emulator
|
||||
- [ ] MNIST neural network
|
||||
- [ ] Simple XOR neural network
|
||||
- [ ] Genetic algorithms
|
||||
- [ ] Ear-clipping triangulation
|
||||
- [ ] Fireworks particle system
|
||||
- [ ] Newtonian gravity particle system
|
||||
- [ ] Load models (SGL)
|
||||
- [ ] Projection (SGL)
|
||||
- [ ] Transformation (SGL)
|
||||
- [ ] Culling (SGL)
|
||||
- [ ] Clipping (SGL)
|
||||
- [ ] Lighting (SGL)
|
||||
- [x] Mandelbrot explorer
|
||||
- [ ] Black/white dithering
|
||||
- [ ] 3-bit color dithering
|
||||
- [ ] N-body simulation
|
||||
- [ ] Barnes-Hut n-body simulation
|
||||
- [ ] Cloth simulation (Verlet)
|
||||
- [ ] Procedural texture generation
|
||||
- [ ] Hilbert curve
|
||||
- [ ] Turtle graphics engine
|
||||
- [ ] OpenGL procedural terrain
|
||||
- [ ] Julia set explorer
|
||||
- [ ] OpenGL model viewer
|
||||
- [ ] GPU acceleration framework
|
||||
- [ ] Raymarching silhouettes
|
||||
- [ ] Raymarching Phong illumination
|
||||
- [ ] Domain repetition and primitive operators (raymarching)
|
||||
- [ ] OpenCV with OpenGL video processing
|
||||
- [ ] Ray marched terrain
|
||||
- [ ] GPU accelerated Mandelbrot explorer
|
||||
- [ ] GPU accelerated Julia explorer
|
||||
- [ ] GPU accelerated Burning Ship explorer
|
||||
- [ ] GPU accelerated Newton explorer
|
||||
- [ ] Physically correct asteroids
|
||||
- [ ] Fractal generator (high-precision)
|
||||
- [ ] Affine transformations (identity)
|
||||
- [ ] Affine transformations (rotation)
|
||||
- [ ] Affine transformations (translation)
|
||||
- [ ] Affine transformations (scalar)
|
||||
- [ ] Affine transformations (shear)
|
||||
- [ ] Fractal Brownian motion simulation
|
||||
- [ ] Phong lighting with normal interpolation
|
||||
- [ ] Audio processing with stb_vorbis
|
||||
- [ ] Voronoi diagrams
|
||||
- [ ] Raymarched die
|
||||
- [ ] Raymarched pawn
|
||||
- [ ] Cellular noise terrain
|
||||
- [ ] Voronoi based terrain generation
|
||||
- [ ] Naive metaballs
|
||||
- [ ] Naive Voronoi metaballs
|
||||
- [ ] Naive blended metaballs
|
||||
- [ ] Metaballs with marching squares
|
||||
- [ ] Perlin noise flow field
|
||||
- [ ] Pressure and heat simulations
|
||||
- [ ] Marching squares isolines
|
||||
- [ ] 15 seconds of RAM on Chip-8
|
||||
- [ ] K-means clustering
|
||||
- [ ] Additive blending
|
||||
- [ ] RGB 3D visualization
|
||||
- [ ] RGB-HSL and vice versa
|
||||
- [ ] Grapher
|
||||
- [ ] Flocking (boids)
|
||||
- [ ] Image quantization (median-cut)
|
||||
- [ ] Image quantization (k-means)
|
||||
- [ ] Double-precision GLSL fractals
|
||||
- [ ] Bézier curve
|
||||
- [ ] Refraction (optics)
|
||||
- [ ] Mode 7 racing
|
||||
- [ ] Spiral raster
|
||||
- [ ] Plot function
|
||||
- [ ] Rope simulation (Verlet)
|
||||
- [ ] Hair simulation (Verlet)
|
||||
- [ ] Koch snowflake
|
||||
- [ ] Newton’s cradle simulation (Verlet)
|
||||
- [ ] Anti-aliased line rasterization (Xiaolin Wu)
|
||||
- [ ] Anti-aliased thick line rasterization (Xiaolin Wu)
|
||||
- [ ] Spirograph
|
||||
- [ ] Circle-line intersection
|
||||
- [ ] Fourier series visualization (square)
|
||||
- [ ] Fourier series visualization (saw)
|
||||
- [ ] Discrete Fourier transform
|
||||
- [ ] Fourier transform based epicycles
|
||||
- [ ] Fast Fourier transform
|
||||
- [ ] 2D nearest-neighbor interpolation
|
||||
- [ ] Bilinear interpolation
|
||||
- [ ] Bicubic interpolation
|
||||
- [ ] Edge detection
|
||||
- [ ] Catmull-Rom splines
|
||||
- [ ] Sepia filter
|
||||
- [ ] Various black/white filters
|
||||
- [ ] Guassian blur
|
||||
- [ ] Box blur
|
||||
- [ ] Image convolution using kernels
|
||||
- [ ] Function approximation using neural networks
|
||||
- [ ] Checkers/chess game in OpenGL
|
||||
- [ ] Rubik’s cube solver and scrambler
|
||||
- [ ] Rubik’s cube renderer in OpenGL
|
||||
- [ ] Connect 4 in OpenGL
|
||||
- [ ] Fast Fourier transform for audio visualization
|
||||
- [ ] Text editor using Terminal extension
|
||||
Reference in New Issue
Block a user