Ejemplo n.º 1
0
        static public CvPoint[] DistillContours(
            CvMat inputMat_grey, int maxContourPoints, CvPoint offset,
            ContourRetrieval retr = ContourRetrieval.External, ContourChain chain = ContourChain.ApproxSimple)
        {
            // maxContourPoints (original name "maxContours"); 5 or 100??!!!

            // TODO : The CV docs specifically state that the image should be in binary format. Check if it is.
            //std::vector<std::vector<cv::Point>> updateContours;
            //std::vector<cv::Vec4i> m_hierarchy; // TODO : Not used currently, but determine if it's gonna be needed for points-tracking
            // see usage here: http://stackoverflow.com/questions/35418714/opencvsharps-findcontour-returns-wrong-data
            ContourData contoursData = Filters.FindContours(inputMat_grey, retr, chain, offset);

            CvPoint[][] contoursFound = contoursData.contours;             // original name: "updateContours"
            if (contoursFound.Length == 0)
            {
                return(null);                // TODO : cannot process frame, no contours found. Maybe it's time to rethink about that strategy and not simply
            }
            // return empty handed!!!

            double[] contourAreas = contoursData.areas;
            Point[]  newPtV;
            // find index of max-area contour
            int    index   = 0;
            double maxArea = 0;

            for (int i = contourAreas.Length - 1; i >= 0; --i)
            {
                double area = contourAreas[i];
                if (area > maxArea)
                {
                    index   = i;
                    maxArea = area;
                }
            }

            // approximate contour down to 4 points
            // TODO : This idea sounds weird. Why not check all contours and find one that is best approximated by 4 points???
            CvPoint[] biggestContour = contoursFound[index];
            newPtV = new Point[biggestContour.Length];
            PointOps.CopyCvPointsToPoints(biggestContour, newPtV);               //PointOps.CopyCvPointsToGenericPointsArray( biggestContour, newPtV );
            double epsilon = 1;

            while (newPtV.Length > maxContourPoints)
            {
                newPtV = Cv2.ApproxPolyDP(newPtV, epsilon++, true);
                // TODO : Is incrementing epsilon by 1 a bit stupid? Maybe increment exponentially?
            }

            // finally
            CvPoint[] cvPoints = new CvPoint[newPtV.Length];
            PointOps.CopyPointsToCvPoints(newPtV, cvPoints);
            return(cvPoints);
        }
Ejemplo n.º 2
0
        // calculates some threshold, and populates "final4P" List
        private void kawane(CvPoint[] newPtV)
        {
            //****************************//3-uppers//*************************//
            // what's that?
            int up1   = -1;
            int minYy = 100000;

            for (int k = 0; k < newPtV.Length; k++)
            {
                if (newPtV[k].Y < minYy)
                {
                    minYy = newPtV[k].Y;
                    up1   = k;
                }
                if (newPtV[k].Y == minYy)
                {
                    if (newPtV[k].X > newPtV[up1].X)
                    {
                        minYy = newPtV[k].Y;
                        up1   = k;
                    }
                }
            }

            minMaskY = minYy;             // this little variable is magically used in "FourPoints" function

            int up2 = -1;

            minYy = 100000;
            for (int k = 0; k < newPtV.Length; k++)
            {
                if (newPtV[k].Y < minYy && k != up1)
                {
                    minYy = newPtV[k].Y;
                    up2   = k;
                }
                if (newPtV[k].Y == minYy && k != up1)
                {
                    if (newPtV[k].X > newPtV[up2].X)
                    {
                        minYy = newPtV[k].Y;
                        up2   = k;
                    }
                }
            }
            int up3 = -1;

            minYy = 100000;
            for (int k = 0; k < newPtV.Length; k++)
            {
                if (newPtV[k].Y < minYy && k != up1 && k != up2)
                {
                    minYy = newPtV[k].Y;
                    up3   = k;
                }
                if (newPtV[k].Y == minYy && k != up1 && k != up2)
                {
                    if (newPtV[k].X > newPtV[up3].X)
                    {
                        minYy = newPtV[k].Y;
                        up3   = k;
                    }
                }
            }

            final4P.Clear();             // NOTE : treat array as empty. Not just make it local, cause it's used in "FourPoints" function.
            if (up1 > -1)
            {
                final4P.Add(newPtV[up1]);
                if (newPtV[up2].Y < height - 10)
                {
                    final4P.Add(newPtV[up2]);
                    thresholdDist = PointOps.Norm(final4P[0] - final4P[1]);
                }
                if (newPtV[up3].Y < height - 10)
                {
                    final4P.Add(newPtV[up3]);
                    thresholdDist += PointOps.Norm(final4P[1] - final4P[2]);
                    thresholdDist  = thresholdDist / 2;
                }
            }

            thresholdDist /= 9;             // ...whatever
        }
Ejemplo n.º 3
0
        // => inputMat MUST be 24/32 bit
        private CvMat processFrame(CvMat inputMat)
        {
            // return "inputMat" after lots. LOTS. Of processing

            width  = inputMat.Cols;
            height = inputMat.Rows;

            // taking out 4% of the input's edges: sounds wrong
#if false
            // I have no idea what on earth is the purpose of this:
            //CvMat temp2 = inputMat( new CvRect( inputMat.Cols / 25, inputMat.Cols / 25, inputMat.Cols - 2 * (inputMat.Cols / 25), inputMat.Rows - 2 * (inputMat.Rows / 25) ) );
            //resize( temp2, temp2, inputMat.size() );
            //temp2.copyTo( inputMat );
            int    borderX = inputMat.Cols / 25;          // 4% of original
            int    borderY = inputMat.Rows / 25;
            CvRect roi     = new CvRect(borderX, borderY, inputMat.Cols - 2 * borderX, inputMat.Rows - 2 * borderY);
            CvMat  temp2   = inputMat.GetSubRect(out temp2, roi);            // stupid to pass "out temp2"?
            inputMat = temp2;
            // =TODO : What? temp2.Copy( inputMat );
            // is it really required to remove 4% of the input image's edges?
#endif

            CvMat inputMat_grey;
            {
                // TODO : looks like a waste to make two conversions from inputMat to _grey, instead of 1
                // since OpenCV doesn't support it, it could be made manually
                CvMat inputMat_grey8 = MatOps.ConvertChannels(inputMat);
                inputMat_grey = MatOps.ConvertElements(inputMat_grey8, MatrixType.F32C1, 1.0 / 255.0);
            }

            // NOTE : IBO seems to give good contrast with certain images, but with bbox7, it is just disastrous.
            //MatOps.NewWindowShow( inputMat_grey );
            //inputMat_grey = Filters.IBO( inputMat_grey ); // inputMat_grey = 32f
            //MatOps.NewWindowShow( inputMat_grey );
            inputMat_grey = MatOps.ConvertElements(inputMat_grey, MatrixType.U8C1, 255);               // inputMat_grey = 8u
            // was: SLOW : Filters.ContrastEnhancement( inputMat_grey ); // NOTE : not needed AFTER IBO
            // NOTE : Contrast Enhancement2 may NOT be needed AT ALL, at this point at least, ANYWAY!!!
            Filters.ContrastEnhancement2(inputMat_grey);               // NOTE : certainly NOT needed AFTER IBO
            MatOps.NewWindowShow(inputMat_grey);

            // mask passed originally in method below was all white, so I optimized it out. Passing the number of pixels was also dumb-o.
            double thresh = Filters.NeighborhoodValleyEmphasis(inputMat_grey);
            Cv.Threshold(inputMat_grey, inputMat_grey, thresh, 255, ThresholdType.BinaryInv);

            IplConvKernel element = new IplConvKernel(3, 3, 1, 1, ElementShape.Cross);
            Cv.Erode(inputMat_grey, inputMat_grey, element);
            Cv.Dilate(inputMat_grey, inputMat_grey, element);
            MatOps.NewWindowShow(inputMat_grey);

            // TODO : check if check is required
            if (inputMat_grey.ElemType != MatrixType.U8C1)
            {
                inputMat_grey = MatOps.ConvertElements(inputMat_grey, MatrixType.U8C1, 255.0);
            }

            // =======
            // is this just a test?
            CvPoint[] newPtV = Filters.DistillContours(inputMat_grey, 5, Const.PointZero);
            CvMat     imageDest;
            using (CvMemStorage storage = new CvMemStorage())
            {
                CvSeq <CvPoint> updateContours = CvSeq <CvPoint> .FromArray(newPtV, SeqType.Contour, storage);

                imageDest = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C1);
                Cv.DrawContours(imageDest, updateContours, Const.ScalarWhite, 0, 100, 16);
            }
            // =======

            kawane(newPtV);               // updates thresholdDist, minMaskY, final4P

            //*******************************************set a greater contour for estimation of the missing points*******************************//

            // =======
            newPtV = Filters.DistillContours(inputMat_grey, 100, Const.PointZero);
            using (CvMemStorage storage = new CvMemStorage())
            {
                CvSeq <CvPoint> updateContours = CvSeq <CvPoint> .FromArray(newPtV, SeqType.Contour, storage);

                imageDest = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C1);
                Cv.DrawContours(imageDest, updateContours, Const.ScalarWhite, 0, 100, 1, LineType.AntiAlias);
            }
            // =======

            CvMat mask1 = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C1, 0);
            Cv.FillConvexPoly(mask1, newPtV, Const.ScalarWhite, 0, 0);

            temp = MatOps.ConvertChannels(inputMat);
            temp.Copy(imageDest, mask1);
            Cv.Canny(imageDest, imageDest, 150, 300, ApertureSize.Size3);
            IplConvKernel element2 = new IplConvKernel(3, 3, 1, 1, ElementShape.Rect);
            Cv.Dilate(imageDest, imageDest, element2);
            Cv.Erode(imageDest, imageDest, element2);

            CvLineSegmentPoint[] lines = Cv2.HoughLinesP(new Mat(imageDest), 1, Cv.PI / 180 /*NOTE : 1 degree angle*/, 50, 50, 50); // TODO : those 50s..?
            extendLines(lines, 350);                                                                                                // TODO : This idea sounds arbitary? And why 350? At least some percentage?

            // draw extended lines
            for (int i = 0; i < lines.Length; ++i)
            {
                CvLineSegmentPoint l = lines[i];
                Cv.Line(imageDest, l.P1, l.P2, Const.ScalarWhite, 1, LineType.AntiAlias);
            }

            Cv.Dilate(imageDest, imageDest, element2);               // TODO : FIX : Dilate again?!

            // another huge function here...
            fourPoints(lines);

            ////////////

            //********************************************************************* replace estimate points with mask corners ********//
            if (oldPt.Count != 0)
            {
                //**
                // BEWARE : great use of the English language following right below:
                // test for each and every one of the last slice delete each one of all the revisited of the above and estimate for only the best the off topic adapt
                //**
                List <int> positions = new List <int>(final4P.Count);
                for (int i = 0; i < final4P.Count; ++i)
                {
                    positions.Add(-1);                       // "initialize" positions[i]
                    double distmin = 10000;
                    for (int j = 0; j < oldPt.Count; ++j)
                    {
                        double distAB = PointOps.Norm(oldPt[j] - final4P[i]);
                        if (distAB < distmin)
                        {
                            distmin      = distAB;
                            positions[i] = j;
                        }
                    }
                }
                int flagFrCounter = 0;
                for (int i = 0; i < final4P.Count; ++i)
                {
                    double distA = PointOps.Norm(oldPt[positions[i]] - final4P[i]);
                    //********************* threshold pou na orizei tin megisti perioxi gia anazitisi,alliws na krataei to proigoumeno simeio*******//

                    if (distA < thresholdDist)                     //if(distA<80)
                    {
                        oldPt[positions[i]] = final4P[i];
                        --flagFrCounter;
                    }
                    ++flagFrCounter;
                }
                if (reset)
                {
                    numFrames = 0;
                    oldPt.Clear();
                    final4P.Clear();
                }
            }
            //pointsb[0]=thresholdDist;
            //****************************************************************************//

            for (int i = 0; i < oldPt.Count; ++i)
            {
                Cv.Circle(temp, oldPt[i], 2, Const.ScalarRed, 3);
            }
            MatOps.Convert8To24(temp).Copy(inputMat);
            //MatOps.ConvertChannels( temp, ColorConversion.GrayToBgr ).Copy( inputMat );
            //temp.Copy( inputMat );



            //******************************************************OVERLAY IMAGE***********************************************//////
            if (oldPt.Count == 0)
            {
                return(inputMat);                // end of line
            }
            CvMat black2;
            if (overlay != null)
            {
                black2 = overlay.Clone();                                   //=imread("cubes.jpg");
                Cv.Resize(black2, inputMat, Interpolation.NearestNeighbor); // TODO : check if interpolation type is appropriate
            }
            else
            {
                black2 = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C3);
            }

            List <CvPoint> tempPoint = new List <CvPoint>(4);
            //vector<Point> tempPoint;
            int pp = 0;

            // BEWARE : the guy is copy/pasting needlessly?
            int mini = 1000000;
            for (int i = 0; i < oldPt.Count; ++i)
            {
                if (oldPt[i].Y < mini)
                {
                    mini = oldPt[i].Y;
                    pp   = i;
                }
            }
            tempPoint.Add(oldPt[pp]);
            mini = 1000000;
            for (int i = 0; i < oldPt.Count; ++i)
            {
                if (oldPt[i].Y < mini && oldPt[i] != tempPoint[0])
                {
                    mini = oldPt[i].Y;
                    pp   = i;
                }
            }
            tempPoint.Add(oldPt[pp]);
            mini = 1000000;
            for (int i = 0; i < oldPt.Count; ++i)
            {
                int tempmini = Math.Abs(oldPt[i].X - tempPoint[1].X);
                if (tempmini < mini && oldPt[i] != tempPoint[0] && oldPt[i] != tempPoint[1])
                {
                    mini = tempmini;
                    pp   = i;
                }
            }
            tempPoint.Add(oldPt[pp]);

            for (int i = 0; i < oldPt.Count; ++i)
            {
                CvPoint pt    = oldPt[i];
                bool    found = false;
                for (int j = 0; j < tempPoint.Count; ++j)
                {
                    if (tempPoint[j] == pt)
                    {
                        found = true; break;
                    }
                }
                if (!found)
                {
                    tempPoint.Add(pt);
                }
            }

            // only keep up to 4 points
            List <CvPoint> co_ordinates = new List <CvPoint>(4);
            {
                int maxIndex = Math.Min(4, tempPoint.Count);
                for (int i = 0; i < maxIndex; ++i)
                {
                    co_ordinates.Add(tempPoint[i]);
                }
            }

            // lost me...
            if (outputQuad[0] == outputQuad[2])
            {
                {
                    int maxIndex = Math.Min(4, tempPoint.Count);
                    for (int i = 0; i < maxIndex; ++i)
                    {
                        outputQuad[i] = tempPoint[i];
                    }
                }
            }
            else
            {
                CvPoint2D32f rr;
                for (int i = 0; i < 4; ++i)
                {
                    List <double> dist = new List <double>(tempPoint.Count);
                    for (int j = 0; j < tempPoint.Count; ++j)
                    {
                        rr = tempPoint[j];
                        dist.Add(PointOps.Norm(outputQuad[i] - rr));
                    }

                    double minimumDist = dist.Min();
                    int    min_pos     = Utils.FindIndex(dist, minimumDist);
                    if (tempPoint.Count > 0)
                    {
                        outputQuad[i] = tempPoint[min_pos];
                        tempPoint.RemoveAt(min_pos);
                    }
                }
            }


            // The 4 points where the mapping is to be done , from top-left in clockwise order
            inputQuad[0] = new CvPoint2D32f(0, 0);
            inputQuad[1] = new CvPoint2D32f(inputMat.Cols - 1, 0);
            inputQuad[2] = new CvPoint2D32f(inputMat.Cols - 1, inputMat.Rows - 1);
            inputQuad[3] = new CvPoint2D32f(0, inputMat.Rows - 1);
            //Input and Output Image;


            // Get the Perspective Transform Matrix i.e. lambda (2D warp transform)
            // Lambda Matrix
            CvMat lambda = Cv.GetPerspectiveTransform(inputQuad, outputQuad);
            // Apply this Perspective Transform to the src image
            // - get a "top-down" view of the supposedly box-y area
            Cv.WarpPerspective(black2, black2, lambda, Interpolation.Cubic, Const.ScalarBlack);
            // see nice explanation : http://www.pyimagesearch.com/2014/08/25/4-point-opencv-getperspective-transform-example/


            CvMat maskOV = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C1, Const.ScalarBlack);
            using (CvMemStorage storage = new CvMemStorage())
            {
                CvSeq <CvPoint> updateContours = CvSeq <CvPoint> .FromArray(co_ordinates, SeqType.Contour, storage);

                imageDest = new CvMat(inputMat.Rows, inputMat.Cols, MatrixType.U8C1);
                Cv.DrawContours(maskOV, updateContours, Const.ScalarWhite, 0, 100, 16);
                //drawContours( maskOV, co_ordinates, 0, Scalar( 255 ), CV_FILLED, 8 );
            }

            double alpha = 0.8;
            double beta  = (1.0 - alpha);
            Cv.AddWeighted(black2, alpha, inputMat, beta, 0.0, black2);
            black2.Copy(inputMat, maskOV);

            return(inputMat);
        }
Ejemplo n.º 4
0
        void fourPoints(CvLineSegmentPoint[] linesArray)
        {
            List <CvLineSegmentPoint> lines = new List <CvLineSegmentPoint>(linesArray);
            int i, j, k;

            List <double> angleV = new List <double>(lines.Count);

            for (i = lines.Count - 1; i >= 0; --i)
            {
                CvLineSegmentPoint lineSegm = lines[i];
                angleV.Add(Math.Atan2(lineSegm.P1.Y - lineSegm.P2.Y, lineSegm.P1.X - lineSegm.P2.X));
            }

            CvPoint p1, p2, p0, p0_;

            //Discard almost parallel lines and keep the largest
            // FIX : everything about this sucks
            for (i = 0; i < lines.Count; ++i)
            {
                CvLineSegmentPoint segi = lines[i];
                p0  = segi.P1;
                p0_ = segi.P2;
                double e2 = p0.DistanceTo(p0_);

                for (j = 0; j < lines.Count; ++j)
                {
                    if (i == j)                     // ugly?
                    {
                        continue;
                    }

                    if (Math.Abs(angleV[i] - angleV[j]) > 0.1 || Math.Abs(angleV[i] - angleV[j]) > Cv.PI / 2.0 - 0.1 && Math.Abs(angleV[i] - angleV[j]) < Cv.PI / 2.0 + 0.1)
                    {
                        continue;
                    }

                    CvLineSegmentPoint segj = lines[j];
                    p1 = segj.P1;
                    p2 = segj.P2;

                    if (PointOps.LineDistance(p1, p2, p0) < 15 && PointOps.LineDistance(p0, p0_, p1) < 15)
                    {
                        if (p1.DistanceTo(p2) > e2)
                        {
                            lines.RemoveAt(i);
                            angleV.RemoveAt(i);
                            --i;
                            --j;
                            break;
                        }
                        else
                        {
                            lines.RemoveAt(j);
                            angleV.RemoveAt(j);
                            --j;
                        }
                    }
                }
            }

            // instead of 3 lists, we could have one with custom struct containing all 3 required values
            List <CvPoint> allPointsV = new List <CvPoint>();
            List <int>     fstln      = new List <int>();
            List <int>     secln      = new List <int>();
            const int      bound      = 50;

            for (i = 0; i < lines.Count; ++i)
            {
                CvLineSegmentPoint segmI = lines[i];

                for (j = 0; j < lines.Count; ++j)
                {
                    if (i == j)
                    {
                        continue;                         // ugly?
                    }
                    CvLineSegmentPoint segmJ = lines[j];
                    if (PointOps.LineIntersection(segmI.P1, segmI.P2, segmJ.P1, segmJ.P2, out p1))
                    {
                        if (p1.X > -bound && p1.X < temp.Cols + bound && p1.Y > -bound && p1.Y < temp.Rows + bound)
                        {
                            bool foundSamePt = false;
                            for (k = 0; k < allPointsV.Count; ++k)
                            {
                                if (p1 == allPointsV[k])
                                {
                                    foundSamePt = true;
                                    break;
                                }
                            }
                            if (!foundSamePt)
                            {
                                allPointsV.Add(p1);
                                fstln.Add(i);
                                secln.Add(j);
                            }
                        }
                    }
                }
            }

            if (allPointsV.Count == 0)
            {
                reset = true;
                return;
            }

            reset = false;

            // time to start doing our drawings
            if (imageDest3 == null)
            {
                imageDest3 = new CvMat(height, width, MatrixType.U8C3);
            }

            // are we at start or just not found any points yet?
            if (oldPt.Count == 0 || numFrames < 20)
            {
                //************************draw intersections************************//
                for (i = 0; i < allPointsV.Count; ++i)
                {
                    CvScalar circleColor;
                    if (allPointsV[i].Y < height - 10)
                    {
                        circleColor = Const.ScalarGreen;
                    }
                    else
                    {
                        circleColor = Const.ScalarWhite;
                    }

                    Cv.Circle(imageDest3, allPointsV[i], 7, circleColor);
                }

                //mapping the detected corners with lines intersections
                List <int> tracker = new List <int>(final4P.Count);
                for (j = 0; j < final4P.Count; ++j)
                {
                    double dist = PointOps.Norm(final4P[j] - allPointsV[0]);
                    tracker.Add(0);                       // tracker[j] = 0;
                    for (i = 0; i < allPointsV.Count; ++i)
                    {
                        double distA = PointOps.Norm(final4P[j] - allPointsV[i]);
                        if (distA < dist)
                        {
                            dist       = distA;
                            tracker[j] = i;
                        }
                    }
                }

                //*******  draw mapped corners  *****************//
                for (j = 0; j < final4P.Count; ++j)
                {
                    Cv.Circle(imageDest3, allPointsV[tracker[j]], 8, Const.ScalarMagenta);
                }

                //*******************************************************************************************//

                List <int> linesIds = new List <int>(final4P.Count);
                for (i = 0; i < final4P.Count; ++i)
                {
                    int counterfstln = 0;
                    for (j = 0; j < final4P.Count; ++j)
                    {
                        if (i == j || fstln[tracker[i]] == fstln[tracker[j]] /*this might be redundant after 1st check*/ || fstln[tracker[i]] == secln[tracker[j]])
                        {
                            ++counterfstln;
                        }
                    }
                    int countersecln = 0;
                    for (j = 0; j < final4P.Count; ++j)
                    {
                        if (i == j || secln[tracker[i]] == fstln[tracker[j]] || secln[tracker[i]] == secln[tracker[j]])
                        {
                            ++countersecln;
                        }
                    }

                    if (counterfstln < countersecln)
                    {
                        linesIds.Add(fstln[tracker[i]]);                         // linesIds[i] = fstln[tracker[i]];
                    }
                    else
                    {
                        linesIds.Add(secln[tracker[i]]);                           // linesIds[i] = secln[tracker[i]];
                    }
                }

                List <int> maxdistpos1 = new List <int>(tracker.Count);               // TODO : check if Count is always less than 3-4...
                for (j = 0; j < tracker.Count; j++)
                {
                    maxdistpos1.Add(0);                       // maxdistpos1.Add( -1 ); // "initialize" maxdistpos1[j], so that it can be re-assigned below
                    // TODO : logic is wrong!!!! Not all [j]s are assigned. Proof : if "initialized" with "-1", it just crashes later!
                    double dist = 0;
                    for (i = 0; i < fstln.Count; i++)
                    {
                        if (linesIds[j] == fstln[i] || linesIds[j] == secln[i] && allPointsV[i].Y < height - 15)
                        {
                            double distA = PointOps.Norm(allPointsV[tracker[j]] - allPointsV[i]);
                            if (distA > dist)
                            {
                                dist           = distA;
                                maxdistpos1[j] = i;
                            }
                        }
                    }
                }

                oldPt.Clear();

                for (i = 0; i < final4P.Count; i++)
                {
                    oldPt.Add(final4P[i]);
                }

                List <CvPoint> candidatePts = new List <CvPoint>();
                List <double>  candist      = new List <double>();

                for (i = 0; i < maxdistpos1.Count; i++)
                {
                    Cv.Circle(imageDest3, allPointsV[maxdistpos1[i]], 7, Const.ScalarBlue);
                    if (allPointsV[maxdistpos1[i]].Y > minMaskY && allPointsV[maxdistpos1[i]].Y < height - 10)
                    {
                        candidatePts.Add(allPointsV[maxdistpos1[i]]);
                    }
                }


                for (i = 0; i < candidatePts.Count; i++)
                {
                    double dist = 0;
                    for (j = 0; j < oldPt.Count; j++)
                    {
                        dist += PointOps.Norm(candidatePts[i] - oldPt[j]);
                    }
                    candist.Add(dist);
                }

                while (oldPt.Count < 4)
                {
                    if (candidatePts.Count != 0)
                    {
                        int p = candist.FindMaxIndex();                         // Utils.FindMaxIndex( candist ); // p = max_element(candist.begin(),candist.end()) - candist.begin();
                        oldPt.Add(candidatePts[p]);
                        candist.RemoveAt(p);
                        candidatePts.RemoveAt(p);
                    }
                    else
                    {
                        break;
                    }
                }



                for (j = 0; j < oldPt.Count; j++)
                {
                    Cv.Circle(imageDest3, oldPt[j], 7, Const.ScalarBlue);
                }

                //***************************************************** end of estimation **************************************************************//
            }
            else
            {
                for (i = 0; i < allPointsV.Count; ++i)
                {
                    if (allPointsV[i].Y < height - 10)
                    {
                        Cv.Circle(imageDest3, allPointsV[i], 7, Const.ScalarGreen);
                    }
                    else
                    {
                        Cv.Circle(imageDest3, allPointsV[i], 7, Const.ScalarWhite);
                    }
                }


                //mapping the detected corners with lines intersections //
                List <int> tracker = new List <int>(oldPt.Count);
                for (j = 0; j < oldPt.Count; ++j)
                {
                    tracker.Add(-1);
                    double dist = 1000000;
                    for (i = 0; i < allPointsV.Count; ++i)
                    {
                        double distA = PointOps.Norm(oldPt[j] - allPointsV[i]);
                        if (distA < dist && allPointsV[i].Y < height - 10)
                        {
                            dist       = distA;
                            tracker[j] = i;
                        }
                    }
                }

                for (j = 0; j < oldPt.Count; ++j)
                {
                    double distA = PointOps.Norm(oldPt[j] - allPointsV[tracker[j]]);
                    //********************* threshold pou na orizei tin megisti perioxi gia anazitisi,alliws na krataei to proigoumeno simeio*******//
                    if (distA < thresholdDist)
                    {
                        oldPt[j] = allPointsV[tracker[j]];
                    }
                }
            }
        }