Can I sharpen edges with fabric.js? - javascript

With fabric.js, is it possible to sharpen (drastically) the edges of objects added to the canvas?
Here's a zoomed-in picture of some small (5x5 pixels) squares I'm using, and they come out like the square on the right, but I need them to be the square on the left.
because I'm trying to take the produced image and turn the white background transparent and apply the resulting image on top of another image, and with those fuzzed borders, it comes out looking like absolute garbage once overlayed. There isn't really a good solution involving changing the transparency threshold, because it ends up no longer being a perfect square if I drop it to get rid of the gray.
After ensuring top/left are exact integers
After ctx.translate(0.50, 0.50)

Related

Image registration (aligning one image to match another)

Currently I have an image that needs to be manipulated so it matches the same scale, position, and rotation as a template.
The grey rectangle with a circle in the middle is the template.
The orange rectangle and circle represents the user's input. It needs to be rotated, scaled and aligned to it matches the grey one. I'm currently stumped on how to proceed. I've no code other than the following.
function align_image()
{
// clever transform alignment code here
}
Bad dog, no biscuit!
The process at of aligning the images would normally be done manual input and judged by eye. I'm hoping to automate this step and align the image to its respective size and position but leaving the comfort and safety of Photoshop DOM I'm not sure how to proceed or even if this is a trivial matter or one left best alone. The project is web based currently using javascript and three.js
So if anyone can give me some pointers I'd appreciated it.
I don't code javascript so I can only talk about the algorithm. Generally best tool for registration is to use feature matching methods (using sift, surf,...) but your image is not the kind that have strong features. Now if you're always dealing with rectangles and circles in your images, find the "edges" of the rectangle with Hough Transform, compute the angle of those edges (lines) then rotate the image with that angle in the opposite direction.
Then with the help of Hough Circle Detector, find the center of the circles in the middle of the images, calculate the distance between them, and move the target rectangle to the source's circle position. After the movement by comparing the radius of the circles, you can resize the target image to make it like the source rectangle.
All of these are conveniently doable with Opencv.

Javascript canvas and optimization of internal functions?

Say I have a rectangle that is 100 x 100 and I have a canvas 1000 x 1000.
As long as the rectangle's x co-ordinate is no more than 999 and no less than -100, it is true to say that some portion of the rectangle will be visibly seen on the canvas. Same goes for the rectangle's y co-ordinate.
What I would like to know is that if the rectangle's x or y co-ordinate is set so that the rectangle will not be visible on the canvas, does the internal workings of the canvas api still draw the rectangle or does it auto optimize and realise by itself that the bitmap that will be drawn on the canvas will not be seen, so therefore it doesn't attempt to draw it.
When drawing to canvas the boundaries are checked for each draw. If a pixel ends up outside the canvas it is clipped (discarded).
If not you would get a memory corruption and very soon a crash.
Canvas is designed to be very safe so you won't have poorly written Javascripts (intentional or not) crashing your browser. The same applies to colors where color values (f.ex. using a bitmap array directly) are clamped to be within the valid range.
Optimization is dependent on the implementation, but it's reasonably to assume that if the area is completely outside the boundaries of the canvas, the draw operation is rejected in full. If it is partly inside it may start the internal block copy by moving start and end cursor to represent the effective area that would be rendered visible.
The other option is to check each pixel as it is rendered, if it's inside or outside the visible boundary. This however is not optimal.
To visualize, only the gray areas would be considered, the light-blue would be ignored:
(I didn't show all possibilities but it should be easy to imagine the bottom parts etc.)
Cursor here is where the internal routine will start and stop looping through the pixels. In this case if the area to be drawn is 100x100 pixels and is drawn at -50, -50 (x,y) then the internal cursor is set to +50, +50 relative to the area being drawn and the width and height is reduced likewise.
By moving the cursor and adjusting the width and height, it doesn't have to iterate through all the pixels and therefor optimizes the copy (although, it is not quite accurate to say "all pixels", as data is not copied per pixel but mainly on block basis related to memory alignment. There are separate algorithms that deals with optimized memory copying and takes into account offset bytes (bytes that does not start or end on a "clean" memory boundary) and so forth, ie. 4 or 8 bytes are copied in one go rather than one and one byte combined with masking (AND'ing the bits)).
The boundaries apply to lines and circles etc. as well. Their effective drawing area is handled as a square area, but there are different approaches to draw lines, circles than a square of pixels, to optimize further.
See f.ex. Bresenham algorithm for lines or mid-point circle algorithm for circles or various algorithms for ellipses - I don't the specific implementation in each browser, but for these you square of the start and end coords and in some cases (as with circles and ellipses) you may have to check as you go (perhaps drawing the circle in four parts and check the part which is overlapping the boundaries on a pixel-individual basis - this is implementation specific though).
When it comes to translation that is merely a recalculation of coordinates (translate, rotation using rotation matrixes and stuff like that). The new coordinates are then checked against boundary.
Now that being said it is not sure the browsers have their own specific implementation. They might use the system's native bitmap and clipping functionality instead where possible. However, the same described above applies in this case as well.
FWIW, On IE, Chrome and FF the fully offscreen draws (non-draws?) took about 100ms less than onscreen draws for 100,000 rects.
According to the canvas spec:
"When the destination rectangle is outside the destination image (the scratch bitmap), the pixels that land outside the scratch bitmap are discarded, as if the destination was an infinite canvas whose rendering was clipped to the dimensions of the scratch bitmap."
This is not absolutely specific to your question but it's likely all "out of canvas view" operations are handled this way. So based on that, I'd say Yes, they are "optimised".

How to make image fit in the edge? html5 canvas javascript

http://i.stack.imgur.com/4oAYt.png
This is original when not insert image. it has blank image
http://i.stack.imgur.com/aupwr.png
i want to know how to make the image curve fit the edge (in red circle the image is fit in edge).
what the framework can do this?
raphaeljs
fabricjs
kineticjs
Thank everyone for help me. sorry for bad english.
Best Regard.
Around a square corner
You can use shearing transforms to give the illusion that a rectangular image is being shaped around corners. Shearing transforms are how you would put your rectangular logo image on a rectangular “3d” box. For “shearing” effects you can use any of the good libraries you mention…or even just use canvas itself. However , shearing effects give you sharp creased edge transforms rather than curved transforms. Here’s an example: http://www.createjs.com/#!/EaselJS/demos/transform
Around a curved corner
But for truly curved transforms, you will need webGL or an image processing library that does perspective transforms.
Check out the server based ImageMagick tool and in particular look at the 3d Boxes, Perspective Layering section on this page: http://www.imagemagick.org/Usage/distorts/#methods
Quoting the imagemagick.org page:
This image was created by taking a [rectangular] image of a anime
video box cover, splitting up that cover into 3 segments ('cover',
'spine', and 'back'), distorting each separately, into layered images.
The image was then finished by the addition of highlights and shading
effects (using HardLight image composition), and the addition of
border and semi-transparent shadow effects (using CopyOpacity).
You can also do this in Photoshop--probably much easier ;)
Bring your logo image and your phone case into Photoshop on separate layers.
Use “Free Transform” to rotate your image to the same angle as the phone case.
Use “Warp” in “Custom” mode to wrap the image around the phone case (the grid helps guide you).
There’s not much lighting in your phone case, but use “Blending” in the overlay mode to have your transformed image take on the highlights of the phone case.

Wraparound for HTML5 Canvas: How to Get (Static) Shapes to Continue around Edges of Canvas

I'm trying to draw a tiled background using Javascript on an HTML5 canvas, but it's not working because shapes that intersect the edges of the canvas don't wrap around to the other side. (Just to be clear: these are static shapes--no motion in time is involved.) How can I get objects interrupted by one side of the canvas to wrap around to the other side?
Basically I'm looking for the "wraparound" effect that many video games use--most famously Asteroids; I just want that effect for a static purpose here. This page seems to be an example that shows it is possible. Note how an asteroid, say, on the right edge of the screen (whether moving or not) continues over to the left edge. Or for that matter, an object in the corner is split between all four corners. Again, no motion is necessarily involved.
Anyone have any clues how I might be able to draw, say, a square or a line that wraps around the edges? Is there perhaps some sort of option for canvas or Javascript? My google searches using obvious keywords have come up empty.
Edit
To give a little more context, I'm basing my work off the example here: Canvas as Background Image. (Also linked from here: Use <canvas> as a CSS background.) Repeating the image is no problem. The problem is getting the truncated parts of shapes to wrap around to the other side.
I'm not sure how you have the tiles set-up, however, if they are all part of a single 'wrapper' slide which has it's own x,x at say 0,0, then you could actually just draw it twice, or generate a new slide as needed. Hopefully this code will better illustrate the concept.
// Here, the 'tilegroup' is the same size of the canvas
function renderbg() {
tiles.draw(tiles.posx, tiles.posy);
if(tiles.posx < 0)
tiles.draw(canvas.width + tiles.posx, tiles.posy);
if(tiles.posx > 0)
tiles.draw(-canvas.width + tiles.posx, tiles.posy);
}
So basically, the idea here is to draw the groupings of tiles twice. Once in it's actual position, and again to fill in the gap. You still need to calculate when the entire group leaves the canvas completely, and then reset it, but hopefully this leads you in the correct direction!
You could always create your tillable image in canvas, generate a toDataUrl(), and then assign that data url as a background to something and let CSS do the tiling.. just a thought.
Edit: If you're having trouble drawing a tillable image, you could create a 3*widthx3*width canvas, draw on it as regular (assuming you grab data from the center square of data as the final result), and then see if you can't draw from subsets of the canvas to itself. Looks like you'd have to use:
var myImageData = context.getImageData(left, top, width, height);
context.putImageData(myImageData, dx, dy);
(with appropriate measurements)
https://developer.mozilla.org/En/HTML/Canvas/Pixel_manipulation_with_canvas/
Edit II: The idea was that you'd have a canvas big enough that has a center area of interest, and buffer areas around it big enough to account for any of the shapes you may draw, like so:
XXX
XCX
XXX
You could draw the shapes once to this big canvas and then just blindly draw each of the areas X around that center area to the center area (and then clear those areas out for the next drawing). So, if K is the number of shapes instead of 4*K draws, you have K + 8 draws (and then 8 clears). Obviously the practical applicability of this depends on the number of shapes and overlapping concerns, although I bet it could be tweaked. Depending upon the complexity of your shapes it may make sense to draw a shape 4 times as you originally thought, or to draw to some buffer or buffer area and then draw it's pixel data 4 times or something. I'll admit, this is some idea that just popped into my head so I might be missing something.
Edit III: And really, you could be smart about it. If you know how a set of objects are going to overlap, you should only have to draw from the buffer once. Say you got a bunch of shapes in a row that only draw to the north overlapping region. All you should need to do is draw those shapes, and then draw the north overlapping region to the south side. The hairy regions would be the corners, but I don't think they really get hairy unless the shapes are large.... sigh.. at this point I probably need to quiet down and see if there's any existing implementations of what I speak out there because I'm not sure my writing off-the-cuff is helping anybody.

Canvas overlapping elements

I have a canvas animation that sometimes redraws the exact same element over another (it is a long story why this is necessary) but it happens, and it happens often enough.
Now I assumed that drawing an element (using a context path and the stroke method) over an existing exact replica of the image should do nothing at all to my animation. Instead it draws over the past image and blurs all the sides (as if it didn't exactly draw at the same location.
Please let me know if there is a way to fix this
Thanks
This is happening because canvas strokes are anti-aliased. In a practical sense you're drawing some semi-opaque pixels over some other semi-opaque pixels, and where the pixels are overlaid their opacities are added together. I don't think you can (currently) force the canvas object to turn off anti-aliasing on strokes, so you may just have to live with it. Is it that big of a problem?
http://img813.imageshack.us/img813/303/canvasl.png
EDIT: I guess you could try using PNGs with transparent backgrounds for your markers, instead of drawing them with strokes. https://developer.mozilla.org/en/Canvas_tutorial/Using_images

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