/* * PROJECT: FLARManager * http://transmote.com/flar * Copyright 2009, Eric Socolofsky * -------------------------------------------------------------------------------- * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this framework; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * For further information please contact: * * http://transmote.com/flar * */ package com.transmote.flar.utils.threshold { import flash.display.BitmapData; /** * DrunkHistogramThresholdAdapter calculates a new threshold using weighted randomization. * When marker detection is poor, DrunkHistogramThresholdAdapter adjusts the threshold by moving a random amount * away from the current threshold value based on this.speed and a bias calculated from the source histogram. *

* See the following URLs for more information: *

*

* Thanks for Matt Reynolds for * the suggestion to combine histogram analysis with the drunk walk. * * @author Eric Socolofsky * @url http://transmote.com/flar */ public class DrunkHistogramThresholdAdapter implements IThresholdAdapter { private static const MIN_VARIANCE:Number = 5; private static const MAX_VARIANCE:Number = 50; private var _speed:Number; private var adaptiveThresholdingStep:Number = MIN_VARIANCE; public function DrunkHistogramThresholdAdapter (speed:Number=0.3) { this._speed = speed; } /** * Init from a name-value paired object that contains parameters parsed from XML. */ public function initFromXML (paramsObj:Object) :void { if (!isNaN(paramsObj.speed)) { this.speed = parseFloat(paramsObj.speed); } } /** * Calculate a new threshold. * * @param source Used to calculate bias adjustment based on source histogram. * @param currentThreshold Current threshold value. * @return New threshold value. */ public function calculateThreshold (source:BitmapData, currentThreshold:Number) :Number { var thresholdAdaptationMod:Number = (Math.random()-0.5 + 0.5*this.calculateBias(source)); this.adaptiveThresholdingStep = Math.min(Math.pow(this.adaptiveThresholdingStep, 1+this._speed), MAX_VARIANCE); var newThreshold:Number = currentThreshold + (thresholdAdaptationMod * this.adaptiveThresholdingStep); newThreshold = Math.max(0, Math.min(newThreshold, 255)); return newThreshold; } /** * Reset calculations. */ public function resetCalculations (currentThreshold:Number) :void { this.adaptiveThresholdingStep = MIN_VARIANCE; } /** * Free this instance for garbage collection. */ public function dispose () :void { // } /** * Returns false; * DrunkHistogramThresholdAdapter runs only when confidence is low (poor marker detection). */ public function get runsEveryFrame () :Boolean { return false; } /** * The speed at which the threshold changes during adaptive thresholding. * Larger values may increase the speed at which the markers in uneven illumination are detected, * but may also result in instability in marker detection. * * Value must be zero or greater. The default is 0.3. * A value of zero will disable adaptive thresholding. */ public function get speed () :Number { return this._speed; } public function set speed (val:Number) :void { this._speed = Math.max(0, val); } private function calculateBias (source:BitmapData) :Number { var histogram:Vector.> = source.histogram(); var numPx:Number = source.width * source.height; // calculate average brightness of source image var i:int = 255; var sum:Number = 0; while (i--) { sum += (histogram[0][i] + histogram[1][i] + histogram[2][i]) * i; } // apply bias based on distance from neutral brightness (255/2) var avg:Number = sum / (numPx * 3); var bias:Number = Math.pow((avg-127.5)/127.5, 3); return bias; } } }