• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
romobomo

2D Image error correction algorithm(solved)

4 posts in this topic

So I'm having a brainfart at the moment... but here's the synopsis.

In the image below, you'll notice I've circled (in purple) some bits of small color. This image is created using layered perlin noise. This is not done in real-time, and so is not heavily performance reliant... Accuracy is more important. I'm happy with the outcome with the exception of the small bits that I've circled. So I now need an algorithm to either; 1.) Process the image to see if these "errors" exist, and if so produce a new image. or 2.) Process the image and blend the small errors with their larger counterpart (eg. a tiny spec of brown in a big orange section will blend to orange).

Thoughts, Suggestions?

Thanks!

I should add, they're errors because the region of color is too small. So the [b]algorithm's primary function would be to detect the size of the colored region.[/b]

[u]EDIT: Solutions can be in any common language (C, C++, C#, JAVA, or even psuedocode), I can work it from there.[/u]

[attachment=12862:Untitled.jpg] Edited by romobomo
1

Share this post


Link to post
Share on other sites
Think of a graph whose nodes are the pixels, where two nodes are connected by an edge if they are contiguous and they have the same color. Now identify the connected components of the graph and count their sizes (this can be done with [url="http://en.wikipedia.org/wiki/Disjoint-set_data_structure"]union-find[/url]). It shouldn't be too hard to program this, and union-find is fun if you've never seen it before.
1

Share this post


Link to post
Share on other sites
[url="http://en.wikipedia.org/wiki/Connected-component_labeling"]Connected Component Labelling[/url] is what you want. It is often the basis for many kinds of image analysis. In your case each pixel will be labelled, and you can just measure the area as you label it. For instance, you may keep a vector or map with each label as the index, and increment the area count as you go. Or maybe you could just detect it after the fact - whatever is [i]easiest[/i] for you since performance isn't super-critical.

At work we use a super optimized blob detection algorithm. I'm working on something on my own time that, when importing textures, automatically detects where the various textures are on a single image. It uses a customizable flood fill algorithm. The wikipedia article on connected component labelling also has Union-find in it's see-also section, as alvaro mentioned.

You can simply determine the area as you label, whichever method you choose, and if it is too small, I dunno, refill that area with the data from one of the other perlin noise layers bordering it? Not sure how you are getting the image exactly but you'll know the area you need to "fix". Edited by achild
1

Share this post


Link to post
Share on other sites
Ah, perfect. That's exactly what I needed. Was just drawing a blank on this one, but I've got it now. Thank you both!
0

Share this post


Link to post
Share on other sites
Based on this image, I'm pretty sure you can guess why this was useful.

Thanks again guys.

[attachment=12869:Untitled-1.jpg]
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0