I cannot generate smooth Simplex noise in Javascript - javascript

I've tried everything and read every single link I can see on the internet regarding Perlin Noise or Simplex Noise and even dissected a few Javascript examples that I see work fine.
But I still get very random looking images... essentially just TV static.
My code is below. I'm using a random number generator so that I can seed a value, but I've tried with Math.random as well.
As near as I can tell, the different images generated at the different octaves aren't interpolating properly, or maybe the way I'm converting from the Noise function to RGB values is wrong (I've tried to fix both of these issues...).
if (!this.Prng) {
var Prng = function() {
var iMersenne = 2147483647;
var rnd = function(seed) {
if (arguments.length) {
that.seed = arguments[0];
}
that.seed = that.seed*16807%iMersenne;
return that.seed;
};
var that = {
seed: 123,
rnd: rnd,
random: function(seed) {
if (arguments.length) {
that.seed = arguments[0];
}
return rnd()/iMersenne;
}
};
return that;
}();
}
var CSimplexNoise = function(r)
{
this.grad3 = [[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],[1,0,1],[-1,0,1],
[1,0,-1],[-1,0,-1],[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]];
var p = [];
for(i = 0; i < 256; i++)
p[i] = Math.floor(r.random()*256);
this.perm = new Array();
for(i = 0; i < 512; i++)
{
this.perm[i] = p[i & 255];
}
}
CSimplexNoise.prototype.dot = function(g,x,y)
{
return g[0]*x + g[1]*y;
}
CSimplexNoise.prototype.GenerateSimplexNoise = function(x,y,octaves,persistence)
{
var total = 0;
for(i=0; i < octaves-1; i++)
{
var freq = Math.pow(2,i);
var amp = Math.pow(persistence,i);
total += this.InterpolatedNoise(x*freq,y*freq) * amp;
}
return total;
}
CSimplexNoise.prototype.InterpolatedNoise = function(x,y)
{
var xInt = Math.floor(x);
var xFrac = x - xInt;
var yInt = Math.floor(y);
var yFrac = y - yInt;
var v1 = this.SmoothNoise(xInt,yInt);
var v2 = this.SmoothNoise(xInt + 1,yInt)
var v3 = this.SmoothNoise(xInt,yInt+1)
var v4 = this.SmoothNoise(xInt + 1, yInt + 1);
var i1 = this.LinearInterpolate(v1,v2,xFrac);
var i2 = this.LinearInterpolate(v3,v4,xFrac);
return this.CosineInterpolate(i1,i2,yFrac);
}
CSimplexNoise.prototype.LinearInterpolate = function(a,b,x)
{
return a*(1-x) + b*x;
}
CSimplexNoise.prototype.CosineInterpolate = function(a,b,x)
{
var f = (1 - Math.cos(x*Math.PI)) * 0.5;
return a*(1-f) + b*f;
}
CSimplexNoise.prototype.SmoothNoise = function(x,y)
{
var corners = (this.Noise(x-1,y-1) + this.Noise(x+1,y-1) + this.Noise(x-1,y+1) + this.Noise(x+1,y+1)) / 16;
var sides = (this.Noise(x-1,y) + this.Noise(x+1,y) + this.Noise(x,y-1) + this.Noise(x+1,y+1)) / 8;
var center = this.Noise(x,y) / 4;
return corners + sides + center;
}
CSimplexNoise.prototype.Noise = function(xin, yin)
{
var n0, n1, n2;
var F2 = 0.5*(Math.sqrt(3)-1);
var s = (xin+yin)*F2;
var i = Math.floor(xin+s);
var j = Math.floor(yin+s);
var G2 = (3-Math.sqrt(3))/6;
var t = (i+j)*G2;
var X0 = i-t;
var Y0 = j-t;
var x0 = xin-X0;
var y0 = yin-Y0;
var i1,j1;
if(x0 > y0)
{
i1 = 1;
j1 = 0;
}
else
{
i1 = 0;
j1 = 1;
}
var x1 = x0 - i1 + G2;
var y1 = y0 - j1 + G2;
var x2 = x0 - 1 + 2 * G2;
var y2 = y0 - 1 + 2 * G2;
var ii = i & 255;
var jj = j & 255;
var gi0 = this.perm[ii + this.perm[jj]] % 12;
var gi1 = this.perm[ii + i1 + this.perm[jj + j1]] % 12;
var gi2 = this.perm[ii + 1 + this.perm[jj + 1]] % 12;
var t0 = 0.5 - x0 * x0 - y0 * y0;
if(t0 < 0)
n0 = 0;
else
{
t0 *= t0;
n0 = t0 * t0 * this.dot(this.grad3[gi0],x0,y0)
}
var t1 = 0.5 - x1 * x1 - y1 * y1;
if(t1 < 0)
n1 = 0;
else
{
t1 *= t1;
n1 = t1 * t1 * this.dot(this.grad3[gi1],x1,y1);
}
var t2 = 0.5 - x2 * x2 - y2 * y2;
if(t2 <0 )
n2 = 0;
else
{
t2 *= t2;
n2 = t2 * t2 * this.dot(this.grad3[gi2],x2,y2);
}
return 70 * (n0 + n1 + n2);
}
$(document).ready(function(){
var context = $('#screen')[0].getContext("2d");
var w = 100;
var h = 100;
var data = context.createImageData(w,h);
var simplexNoise = new CSimplexNoise(Prng);
for(y = 0; y < h; y++)
{
for(x = 0; x < w; x++)
{
// var newVal = ((simplexNoise.GenerateSimplexNoise(x,y,5,0.25) - -1) / (1 - -1)) * (255 - 0);
var newVal2 = simplexNoise.GenerateSimplexNoise(x,y,5,0.5)
var newVal = Math.floor(newVal2*256);
newVal = Math.abs(newVal * 2)-0.5;
data.data[((h * y) + x) * 4] = newVal;
data.data[((h * y) + x) * 4+1] = newVal;
data.data[((h * y) + x) * 4+2] = newVal;
data.data[((h * y) + x) * 4+3] = 255;
}
}
context.putImageData(data,0,0);
})

Try sampling simplexNoise.GenerateSimplexNoise(x * 0.05, y * 0.05, 5, 0.5)
The problem may be that your samples are too far apart. (this would result in apparently random behavior, since the simplex noise might go through more than half a wavelength before you sample it)
REVISION: Updated numbers above...
You may actually need to reduce the samples so that there are 20 in a given wavelength of the simplex noise. The average wavelength of most simplex noise is 1, so 0.05 should do the trick. Also, you may want to test with just one octave at first.

Related

Issues with perlin noise having discontinuous edges

I created a simple perlin noise generator using p5.js, which is based on
this link
. For the most part, I got 80% of the algorithm working. The only issue is that there is defined discontinuities aligned with each gradient vector. the code for this project is shown below.
// noprotect
var screen_width = 400;
var screen_height = 400;
var res = 2;
var gvecs = {};
function setup() {
createCanvas(screen_width, screen_height);
initialize_gvecs();
draw_perlin_noise();
}
function draw() {
console.log(gvecs);
noLoop();
}
function initialize_gvecs() {
for (var y = 0; y <= res; y++) {
for (var x = 0; x <= res; x++) {
let theta = Math.random() * 2 * Math.PI;
gvecs[[x, y]] = {
x: Math.cos(theta),
y: Math.sin(theta)
};
}
}
}
function draw_perlin_noise() {
loadPixels();
for (var y = 0; y < screen_height; y++) {
for (var x = 0; x < screen_width; x++) {
var world_coordx = map(x, 0, screen_width, 0, res);
var world_coordy = map(y, 0, screen_height, 0, res);
var top_L_x = Math.floor(world_coordx);
var top_L_y = Math.floor(world_coordy);
var top_R_x = top_L_x + 1;
var top_R_y = top_L_y;
var bottom_L_x = top_L_x;
var bottom_L_y = top_L_y + 1;
var bottom_R_x = top_L_x + 1;
var bottom_R_y = top_L_y + 1;
var top_L_g = gvecs[[top_L_x, top_L_y]];
var top_R_g = gvecs[[top_R_x, top_R_y]];
var bottom_L_g = gvecs[[bottom_L_x, bottom_L_y]];
var bottom_R_g = gvecs[[bottom_R_x, bottom_R_y]];
var btw_top_L = {
x: world_coordx - top_L_x,
y: world_coordy - top_L_y
};
var btw_top_R = {
x: world_coordx - top_R_x,
y: world_coordy - top_R_y
};
var btw_bottom_L = {
x: world_coordx - bottom_L_x,
y: world_coordy - bottom_L_y
};
var btw_bottom_R = {
x: world_coordx - bottom_R_x,
y: world_coordy - bottom_R_y
};
var v = top_L_g.x * btw_top_L.x + top_L_g.y * btw_top_L.y;
var u = top_R_g.x * btw_top_R.x + top_R_g.y * btw_top_R.y;
var s = bottom_L_g.x * btw_bottom_L.x + bottom_L_g.y * btw_bottom_L.y;
var t = bottom_R_g.x * btw_bottom_R.x + bottom_R_g.y * btw_bottom_R.y;
var Sx = ease_curve(world_coordx - top_L_x);
var a = s + Sx * (t - s);
var b = u + Sx * (v - u);
var Sy = ease_curve(world_coordy - top_L_y);
var final_val = a + Sy * (b - a);
pixels[(x + y * screen_width) * 4] = map(final_val, -1, 1, 0, 255);
pixels[(x + y * screen_width) * 4 + 1] = map(final_val, -1, 1, 0, 255);
pixels[(x + y * screen_width) * 4 + 2] = map(final_val, -1, 1, 0, 255);
pixels[(x + y * screen_width) * 4 + 3] = 255;
}
}
updatePixels();
}
function ease_curve(x) {
return 6 * x ** 5 - 15 * x ** 4 + 10 * x ** 3;
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.5.0/lib/p5.js"></script>
an image of the issue I'm having is shown below.
I suspect that my issue has to do with the value between each gradient vector not properly using the adjacent gradient vectors, but I've tested and debugged this extensively and I cant find the issue. I've also tried several different ease_curve functions, but none of them seem to change anything. Any help would be greatly appreciated.
Bilinear interpolation might be twisted.
var Sx = ease_curve(world_coordx - top_L_x);
var a = s + Sx * (t - s);
//var b = u + Sx * (v - u);
var b = v + Sx * (u - v);
var Sy = ease_curve(world_coordy - top_L_y);
//var final_val = a + Sy * (b - a);
var final_val = b + Sy * (a - b);

Uncaught TypeError: (((item.value + 1) / total) * 100).floor is not a function

This code is running good here: https://jsfiddle.net/petersirka/fycx4kr1/
but not on other code editor like codepen or vscode getting error on line 33
//HTML
<svg id="svg" width="600" height="600"></svg>
//Javascript
function Donut(cx, cy, radius, data) {
function arcradius(cx, cy, radius, degrees) {`enter code here`
var radians = (degrees - 90) * Math.PI / 180.0;
return {
x: cx + (radius * Math.cos(radians)),
y: cy + (radius * Math.sin(radians))
};
}
var decimals = 4;
var total = 0;
var arr = [];
var beg = 0;
var end = 0;
var count = 0;
var half = radius / 2;
var midpoint = radius / 2.4;
for (var i = 0; i < data.length; i++)
total += data[i].value;
for (var i = 0; i < data.length; i++) {
var item = data[i];
var tmp = {};
var p = (((item.value + 1) / total) * 100).floor(2);
count += p;
if (i === length - 1 && count < 100)
p = p + (100 - count);
end = beg + ((360 / 100) * p);
tmp.index = i;
tmp.value = item.value;
tmp.data = item;
var b = arcradius(cx, cy, radius, end);
var e = arcradius(cx, cy, radius, beg);
var la = (end - beg) <= 180 ? 0 : 1;
tmp.d = ['M', b.x.floor(decimals), b.y.floor(decimals), 'A', radius, radius, 0, la, 0, e.x.floor(decimals), e.y.floor(decimals)].join(' ');
arr.push(tmp);
beg = end;
}
return arr;
}
// USAGE
(function(svg) {
var data = [{
value: 45
}, {
value: 25
}, {
value: 30
}];
var centerX = 300;
var centerY = 300;
var radius = 250;
var color = ['#7400b8', '#ff006e', '#3a86ff'];
var arr = Donut(centerX, centerY, radius, data);
for (var i = 0; i < arr.length; i++) {
var item = arr[i];
svg.asvg('<g><path d="{0}" stroke="{1}" fill="none" stroke-width="50" /></g>'.format(item.d, color[i]));
}
})(document.getElementById('#svg'));
I know Math.Floor is a function because I've used it before and I looked it up. Did I mess something up in the code? Thanks.
Sorry if this question is a little vague, I'm still learning (as you can see :p).
If you want to convert the line
var p = (((item.value + 1) / total) * 100).floor(2);
into an integer with the floor function, you must write it like this:
var p = Math.floor(((item.value + 1) / total) * 100);
So the term you want to apply the Math.floor() function is inside the brackets.
I don't know what that (2) at the end means though...

Noise in mandelbrot set

I am trying to create an Mandelbrot set in HTML5 canvas. But it is giving me noise surrounding the set. See the fiddle: https://jsfiddle.net/k1f9phw7/
I tried playing with every setting and tried to map brightness to the iteration count but with no success.
let pixelSize = 1;
let width = 500;
let height = 500;
let maxIterations = 400;
let mandelMin = -2.5;
let mandelMax = 2.5;
let infinity = 15;
function draw() {
let ctx = document.getElementById('canvas').getContext('2d');
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var map = function (num, in_min, in_max, out_min, out_max) {
return (num - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
};
var a = map(x, 0, width, mandelMin , mandelMax);
var b = map(y, 0, width, mandelMin, mandelMax);
var initialA = a;
var initialB = b;
var iterationCount = 0;
while(iterationCount < maxIterations){
//Echt
var aa = (a * a) - (b * b);
//Complex
var bb = (2 * a * b);
//De initiele waarde zijn c
a = aa + initialA;
b = bb + initialB;
var result = Math.abs(a + b);
//Is het oneindig?
if( result >= infinity){
break;
}else{
var brightness = 0;
ctx.fillStyle = 'rgb('+ brightness +', '+ brightness +', '+ brightness +')';
//Teken de pixel
ctx.fillRect( map(a ,mandelMin, mandelMax, 0, width ) * pixelSize, map(b, mandelMin, mandelMax, 0, height) * pixelSize, pixelSize, pixelSize);
}
iterationCount++;
}
}
}
}
draw();
You are testing the function for an escaped value by summing a + b which is incorrect. It is more usual to test for a magnitude of 2.0 after which the function is known to eventually escape. This is simple to test with
a * a + b * b >= 4.0
especially as you need to square a and b anyway.

Javascript canvas color not smooth change in brightness

Full demo of what I'm talking about is here:
https://ggodfrey.github.io/ComplexColor/index.html
I'm trying to make a website that can attempt to plot a complex-valued function using color. The hue is determined using the angle of the complex answer, and the brightness is determined by taking the log of the magnitude of the complex answer and then finding the fractional part. From there, I use a function to convert HSL to RGB, then putting that into an Image object that I draw onto the canvas, allowing me to draw on each pixel.
As seen on the page above, the brightness "levels" have "rough" edges between where the logarithm changes from one integer to another. It should look something more like this. Is this issue having to do with how I actually calculate the brightness or using the javascript canvas?
window.onload = function(){
var EQUATION = '';
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
var x_min = -3;
var x_max = 3;
var y_min = -3;
var y_max = 3;
var image = ctx.createImageData(canvas.width, canvas.height);
Complex = function(re, im){
this.re = re;
this.im = im;
}
Complex.prototype.add = function(other){
return new Complex(this.re+other.re, this.im+other.im);
}
Complex.prototype.multiply = function(other){
return new Complex(this.re*other.re-other.im*this.im, this.re*other.im+this.im*other.re);
}
Complex.prototype.power = function(num){
var r = this.magnitude();
var theta = this.angle();
var a = Math.pow(r, num)*Math.cos(num*theta);
var b = Math.pow(r, num)*Math.sin(num*theta);
return new Complex(a, b);
}
Complex.prototype.magnitude = function(){
return Math.pow(Math.pow(this.re, 2) + Math.pow(this.im, 2), 0.5);
}
Complex.prototype.angle = function(){
return Math.atan2(this.im, this.re);
}
Complex.prototype.divide = function(other){
x = new Complex(this.re, this.im);
y = new Complex(other.re, other.im);
x = x.multiply(new Complex(other.re, -other.im));
y = y.multiply(new Complex(other.re, -other.im));
x = new Complex(x.re/y.re, x.im/y.re);
return x;
}
function hslToRgb(h, s, l){ //NOT MY CODE
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
} else {
function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3.0);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3.0);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function evaluate(i, j){
var z = new Complex(x_min+j*(x_max-x_min)/canvas.width, y_min+i*(y_max-y_min)/canvas.height);
var num = z.power(2).add(new Complex(-1, 0)).multiply(z.add(new Complex(-2, -1)).power(2));
var den = z.power(2).add(new Complex(2, 4));
var end = num.divide(den);
var color = end.angle()/(2*Math.PI);
var brightness = end.magnitude();
brightness = Math.log(brightness)/Math.log(2) % 1;
return [color, brightness];
}
function main(){
var data = image.data;
if(EQUATION !== null){
var count = 0;
for(var i=0;i<canvas.height;i++){
for(var j=0;j<canvas.width;j++){
var c = evaluate(i, j);
rgb = hslToRgb(c[0], 1, 0.4+c[1]/5);
var r = rgb[0];
var g = rgb[1];
var b = rgb[2];
var c = count*4;
data[c] = r;
data[c+1] = g;
data[c+2] = b;
data[c+3] = 255;
count++;
}
}
image.data = data;
ctx.putImageData(image, 0, 0);
}
}
main();
function getMousePos(canvas, evt){
var rect = canvas.getBoundingClientRect();
return {x: (evt.clientX-rect.left)/(rect.right-rect.left)*canvas.width,
y: (evt.clientY-rect.top)/(rect.bottom-rect.top)*canvas.height};
}
document.getElementById("submit").addEventListener("mousedown", function(event){
EQUATION = document.getElementById("equation").innerHTML;
var x = main();
})
document.getElementById("canvas").addEventListener("mousemove", function(event){
var loc = getMousePos(canvas, event);
document.getElementById('x').innerHTML = Math.round(loc.x*100)/100;
document.getElementById('y').innerHTML = Math.round(loc.y*100)/100;
document.getElementById('brightness').innerHTML = evaluate(loc.y, loc.x)[1];
})
}
<head>
<title>Complex Color</title>
<meta charset="utf-8"></head>
<body>
<input id="equation" type="text">Type Equation</input><button id="submit">Submit</button><br>
<canvas id="canvas" style="width:500px;height:500px"></canvas><p> <span id="x"></span>, <span id="y"></span>, <span id="brightness"></span></p>
</body>
Assuming the formulas are correct:
Increase the bitmap resolution of the canvas and use a smaller CSS size to introduce smoothing - or - implement a manual anti-aliasing. This is because you write on a pixel by pixel basis which bypasses anti-aliasing.
Decrease saturation to about 80%: rgb = hslToRgb(c[0], 0.8, 0.4 + c[1] / 5);. 100% will typically produce an over-saturated looking image on screen. For print though use 100%.
var EQUATION = '';
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
var x_min = -3;
var x_max = 3;
var y_min = -3;
var y_max = 3;
var image = ctx.createImageData(canvas.width, canvas.height);
Complex = function(re, im) {
this.re = re;
this.im = im;
}
Complex.prototype.add = function(other) {
return new Complex(this.re + other.re, this.im + other.im);
}
Complex.prototype.multiply = function(other) {
return new Complex(this.re * other.re - other.im * this.im, this.re * other.im + this.im * other.re);
}
Complex.prototype.power = function(num) {
var r = this.magnitude();
var theta = this.angle();
var a = Math.pow(r, num) * Math.cos(num * theta);
var b = Math.pow(r, num) * Math.sin(num * theta);
return new Complex(a, b);
}
Complex.prototype.magnitude = function() {
return Math.pow(Math.pow(this.re, 2) + Math.pow(this.im, 2), 0.5);
}
Complex.prototype.angle = function() {
return Math.atan2(this.im, this.re);
}
Complex.prototype.divide = function(other) {
x = new Complex(this.re, this.im);
y = new Complex(other.re, other.im);
x = x.multiply(new Complex(other.re, -other.im));
y = y.multiply(new Complex(other.re, -other.im));
x = new Complex(x.re / y.re, x.im / y.re);
return x;
}
function hslToRgb(h, s, l) { //NOT MY CODE
var r, g, b;
if (s == 0) {
r = g = b = l; // achromatic
} else {
function hue2rgb(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3.0);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3.0);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function evaluate(i, j) {
var z = new Complex(x_min + j * (x_max - x_min) / canvas.width, y_min + i * (y_max - y_min) / canvas.height);
var num = z.power(2).add(new Complex(-1, 0)).multiply(z.add(new Complex(-2, -1)).power(2));
var den = z.power(2).add(new Complex(2, 4));
var end = num.divide(den);
var color = end.angle() / (2 * Math.PI);
var brightness = end.magnitude();
brightness = Math.log(brightness) / Math.log(2) % 1;
return [color, brightness];
}
function main() {
var data = image.data;
if (EQUATION !== null) {
var count = 0;
for (var i = 0; i < canvas.height; i++) {
for (var j = 0; j < canvas.width; j++) {
var c = evaluate(i, j);
rgb = hslToRgb(c[0], 0.8, 0.4 + c[1] / 5);
var r = rgb[0];
var g = rgb[1];
var b = rgb[2];
var c = count * 4;
data[c] = r;
data[c + 1] = g;
data[c + 2] = b;
data[c + 3] = 255;
count++;
}
}
image.data = data;
ctx.putImageData(image, 0, 0);
}
}
main();
#canvas {width:500px;height:500px}
<canvas id="canvas" width=1000 height=1000></canvas>
CSS' width and height are not the same as the attributes of a canvas element of the same name - They just stretch the canvas to the given size (also see this answer). Therefore canvas.width === 300 and canvas.height === 150, the default values. This low resolution creates your immediate problem. Here is your identical code and just the canvas' attributes set properly instead of using incorrect css:
window.onload = function(){
var EQUATION = '';
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
var x_min = -3;
var x_max = 3;
var y_min = -3;
var y_max = 3;
var image = ctx.createImageData(canvas.width, canvas.height);
Complex = function(re, im){
this.re = re;
this.im = im;
}
Complex.prototype.add = function(other){
return new Complex(this.re+other.re, this.im+other.im);
}
Complex.prototype.multiply = function(other){
return new Complex(this.re*other.re-other.im*this.im, this.re*other.im+this.im*other.re);
}
Complex.prototype.power = function(num){
var r = this.magnitude();
var theta = this.angle();
var a = Math.pow(r, num)*Math.cos(num*theta);
var b = Math.pow(r, num)*Math.sin(num*theta);
return new Complex(a, b);
}
Complex.prototype.magnitude = function(){
return Math.pow(Math.pow(this.re, 2) + Math.pow(this.im, 2), 0.5);
}
Complex.prototype.angle = function(){
return Math.atan2(this.im, this.re);
}
Complex.prototype.divide = function(other){
x = new Complex(this.re, this.im);
y = new Complex(other.re, other.im);
x = x.multiply(new Complex(other.re, -other.im));
y = y.multiply(new Complex(other.re, -other.im));
x = new Complex(x.re/y.re, x.im/y.re);
return x;
}
function hslToRgb(h, s, l){ //NOT MY CODE
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
} else {
function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3.0);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3.0);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function evaluate(i, j){
var z = new Complex(x_min+j*(x_max-x_min)/canvas.width, y_min+i*(y_max-y_min)/canvas.height);
var num = z.power(2).add(new Complex(-1, 0)).multiply(z.add(new Complex(-2, -1)).power(2));
var den = z.power(2).add(new Complex(2, 4));
var end = num.divide(den);
var color = end.angle()/(2*Math.PI);
var brightness = end.magnitude();
brightness = Math.log(brightness)/Math.log(2) % 1;
return [color, brightness];
}
function main(){
var data = image.data;
if(EQUATION !== null){
var count = 0;
for(var i=0;i<canvas.height;i++){
for(var j=0;j<canvas.width;j++){
var c = evaluate(i, j);
rgb = hslToRgb(c[0], 1, 0.4+c[1]/5);
var r = rgb[0];
var g = rgb[1];
var b = rgb[2];
var c = count*4;
data[c] = r;
data[c+1] = g;
data[c+2] = b;
data[c+3] = 255;
count++;
}
}
image.data = data;
ctx.putImageData(image, 0, 0);
}
}
main();
function getMousePos(canvas, evt){
var rect = canvas.getBoundingClientRect();
return {x: (evt.clientX-rect.left)/(rect.right-rect.left)*canvas.width,
y: (evt.clientY-rect.top)/(rect.bottom-rect.top)*canvas.height};
}
document.getElementById("submit").addEventListener("mousedown", function(event){
EQUATION = document.getElementById("equation").innerHTML;
var x = main();
})
document.getElementById("canvas").addEventListener("mousemove", function(event){
var loc = getMousePos(canvas, event);
document.getElementById('x').innerHTML = Math.round(loc.x*100)/100;
document.getElementById('y').innerHTML = Math.round(loc.y*100)/100;
document.getElementById('brightness').innerHTML = evaluate(loc.y, loc.x)[1];
})
}
<input id="equation" type="text">Type Equation</input>
<canvas id="canvas" width="500" height="500"></canvas>
<button id="submit">Submit</button><br><span id="x"></span>, <span id="y"></span>, <span id="brightness"></span></p>
Afterwards, increasing the resolution and "stretching smaller" (a kind of supersampling) as described in another answer helps further, but is not the core issue.

Javascript Bradley adaptive thresholding implementation

I have been trying to implement Bradley Adaptive thresholding. I know there is a python code in one of the stack overflow questions. But i am struggling to implement the same in JS by following that. Can anyone please help me? So far my code is:
function computeAdaptiveThreshold (imagetest,imageWidth,imageHeight,callback)
{
var size = imageWidth*imageHeight*4;
var s = imageWidth/8;
var s2=s>>1;
var t=0.15;
var it=1.0-t;
var i,j,diff,x1,y1,x2,y2,ind1,ind2,ind3;
var sum=0;
var ind=0;
var integralImg = [];
var canvas = document.createElement('canvas');
var bin = canvas.getContext('2d').createImageData(imageWidth, imageHeight);
for(i=0;i<imageWidth;i++)
{
sum = 0;
for(j=0;j<imageHeight;j++)
{
index = i *imageHeight + j;
sum += imagetest.data[index];
if(i== 0)
{
integralImg[index] = sum;
}
else
{
//index = (i-1) * height + j;
integralImg[index] = integralImg[(i-1) * imageHeight + j] + sum;
}
}
}
x1=0;
for(i=1;i<imageWidth;++i)
{
sum=0;
ind=i;
ind3=ind-s2;
if(i>s)
{
x1=i-s;
}
diff=i-x1;
for(j=0;j<imageHeight;++j)
{
sum+=imagetest.data[ind];// & 0xFF;
integralImg[ind] = integralImg[(ind-1)]+sum;
ind+=imageWidth;
if(i<s2)continue;
if(j<s2)continue;
y1=(j<s ? 0 : j-s);
ind1=y1*imageWidth;
ind2=j*imageWidth;
if (((imagetest.data[ind3])*(diff * (j - y1))) < ((integralImg[(ind2 + i)] - integralImg[(ind1 + i)] - integralImg[(ind2 + x1)] + integralImg[(ind1 + x1)])*it)) {
bin.data[ind3] = 0;
} else {
bin.data[ind3] = 255;
}
ind3 += imageWidth;
}
}
y1 = 0;
for( j = 0; j < imageHeight; ++j )
{
i = 0;
y2 =imageHeight- 1;
if( j <imageHeight- s2 )
{
i = imageWidth - s2;
y2 = j + s2;
}
ind = j * imageWidth + i;
if( j > s2 ) y1 = j - s2;
ind1 = y1 * imageWidth;
ind2 = y2 * imageWidth;
diff = y2 - y1;
for( ; i < imageWidth; ++i, ++ind )
{
x1 = ( i < s2 ? 0 : i - s2);
x2 = i + s2;
// check the border
if (x2 >= imageWidth) x2 = imageWidth - 1;
if (((imagetest.data[ind])*((x2 - x1) * diff)) < ((integralImg[(ind2 + x2)] - integralImg[(ind1 + x2)] - integralImg[(ind2 + x1)] + integralImg[(ind1 + x1)])*it)) {
bin.data[ind] = 0;
} else {
bin.data[ind] = 255;
}
}
}
callback(bin);`
I am getting very bad images. I should say i cannot call it as a image.
I think your first effort should be to refactor your code : it will be much easier to handle the index.
Then you'll see that you have issues with your indexes : an image -even a gray one- is an RGBA Array, meaning 4 bytes = 32 bits per pixel.
You could handle this by doing a conversion RGBA-> b&W image, then thresholding, then doing b&w -> RGBA back.
...Or handle the RGBA components as you go. Notice that here you only want to output black or white, so you can create an Int32 view on the array, and write at once R,G,B,A for each pixels.
So some code (working here : http://jsfiddle.net/gamealchemist/3zuopz19/8/ ) :
function computeAdaptiveThreshold(sourceImageData, ratio, callback) {
var integral = buildIntegral_Gray(sourceImageData);
var width = sourceImageData.width;
var height = sourceImageData.height;
var s = width >> 4; // in fact it's s/2, but since we never use s...
var sourceData = sourceImageData.data;
var result = createImageData(width, height);
var resultData = result.data;
var resultData32 = new Uint32Array(resultData.buffer);
var x = 0,
y = 0,
lineIndex = 0;
for (y = 0; y < height; y++, lineIndex += width) {
for (x = 0; x < width; x++) {
var value = sourceData[(lineIndex + x) << 2];
var x1 = Math.max(x - s, 0);
var y1 = Math.max(y - s, 0);
var x2 = Math.min(x + s, width - 1);
var y2 = Math.min(y + s, height - 1);
var area = (x2 - x1 + 1) * (y2 - y1 + 1);
var localIntegral = getIntegralAt(integral, width, x1, y1, x2, y2);
if (value * area > localIntegral * ratio) {
resultData32[lineIndex + x] = 0xFFFFFFFF;
} else {
resultData32[lineIndex + x] = 0xFF000000;
}
}
}
return result;
}
function createImageData(width, height) {
var canvas = document.createElement('canvas');
return canvas.getContext('2d').createImageData(width, height);
}
function buildIntegral_Gray(sourceImageData) {
var sourceData = sourceImageData.data;
var width = sourceImageData.width;
var height = sourceImageData.height;
// should it be Int64 Array ??
// Sure for big images
var integral = new Int32Array(width * height)
// ... for loop
var x = 0,
y = 0,
lineIndex = 0,
sum = 0;
for (x = 0; x < width; x++) {
sum += sourceData[x << 2];
integral[x] = sum;
}
for (y = 1, lineIndex = width; y < height; y++, lineIndex += width) {
sum = 0;
for (x = 0; x < width; x++) {
sum += sourceData[(lineIndex + x) << 2];
integral[lineIndex + x] = integral[lineIndex - width + x] + sum;
}
}
return integral;
}
function getIntegralAt(integral, width, x1, y1, x2, y2) {
var result = integral[x2 + y2 * width];
if (y1 > 0) {
result -= integral[x2 + (y1 - 1) * width];
if (x1 > 0) {
result += integral[(x1 - 1) + (y1 - 1) * width];
}
}
if (x1 > 0) {
result -= integral[(x1 - 1) + (y2) * width];
}
return result;
}

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