//Test the quantization, connected components on different color layers, and output the descriptor private void OutputPatterns_Click(object sender, RoutedEventArgs e) { //Create output directories Directory.CreateDirectory(outdir + "\\cc\\"); Directory.CreateDirectory(outdir + "\\quantized\\"); Directory.CreateDirectory(outdir + "\\mesh\\"); //read in the patterns and save out their layers String[] files = System.IO.Directory.GetFiles(System.IO.Path.Combine(imagedir)); List <PatternItem> patterns = PatternIO.GetPatterns(imagedir); foreach (PatternItem p in patterns) { Bitmap image = new Bitmap(p.FullPath); String basename = p.Name; //TODO: sometimes keys are not found in patterns.csv...will need to look into recovering missing info. For now, just ignore those patterns if (!palettes.ContainsKey(basename)) { continue; } PaletteData palette = palettes[basename]; ColorTemplate template = new ColorTemplate(image, palette); //output the template descriptor SegmentMesh mesh = new SegmentMesh(template); PatternIO.SaveMesh(mesh, p, Path.Combine(outdir, "mesh")); if (outputDebugImages) { Bitmap result = template.DebugQuantization(); PatternIO.SavePattern(result, p, Path.Combine(outdir, "quantized"), "_quantized"); PatternIO.SavePattern(result, p, Path.Combine(outdir, "quantized"), "_original"); //save the connected components UnionFind <Color> uf = new UnionFind <Color>((a, b) => (a.GetHashCode() == b.GetHashCode())); Color[,] resultArray = Util.BitmapToArray(result); int[,] cc = uf.ConnectedComponentsNoiseRemoval(resultArray); int numColors = palette.colors.Count(); for (int i = 0; i < numColors; i++) { Bitmap debug = uf.RenderComponents(cc, resultArray, palette.colors[i]); PatternIO.SavePattern(debug, p, Path.Combine(outdir, "cc"), "_" + i); debug.Dispose(); } result.Dispose(); } image.Dispose(); } }
//render an image of the original pattern, plus columns of patterns generated by different models (trained on diff styles) private void VisAllStyles() { Directory.CreateDirectory(outdir + "\\stylecolor\\"); Directory.CreateDirectory(outdir + "\\styles\\"); //read in the patterns and save out their layers List <PatternItem> patterns = PatternIO.GetPatterns(Path.Combine(imagedir, "../styles")); foreach (PatternItem p in patterns) { String basename = p.Name; //Read the style description if available String specs = Path.Combine(outdir, "styles", p.Directory, Util.ConvertFileName(basename, "", ".txt")); if (!File.Exists(specs)) { continue; } Bitmap image = new Bitmap(p.FullPath); if (!palettes.ContainsKey(basename)) { continue; } PaletteData palette = palettes[basename]; ColorTemplate template = new ColorTemplate(image, palette); int[] slotToColor = new int[template.NumSlots()]; for (int i = 0; i < slotToColor.Count(); i++) { slotToColor[i] = i; } List <List <String> > lines = File.ReadAllLines(specs).Select(line => line.Split(',').ToList <String>()).ToList <List <String> >(); if (lines.Count() == 0) { continue; } Dictionary <String, int> styleToRowIdx = new Dictionary <String, int>(); String origStyle = ""; foreach (List <String> line in lines) { origStyle = line[0]; if (!styleToRowIdx.ContainsKey(line[1])) { styleToRowIdx.Add(line[1], 0); } } //read the score and if it's the original or not double score = 0; int iwidth = 100; int iheight = 100; int padding = 15; int headerSpace = 30; int width = (styleToRowIdx.Keys.Count() + 1) * iwidth; int height = (lines.Count() / styleToRowIdx.Keys.Count()) * iheight + headerSpace; Font font = new Font("Arial", 10); Bitmap vis = new Bitmap(width, height); Graphics g = Graphics.FromImage(vis); //write out the headings, highlight the original style heading var headers = styleToRowIdx.Keys.ToList <String>(); int ncol = headers.Count() + 1; Color headerColor = Color.Black; g.DrawString("original", font, new SolidBrush(headerColor), 0, 0); for (int i = 0; i < headers.Count(); i++) { if (headers[i] == origStyle) { g.DrawString(headers[i], font, new SolidBrush(headerColor), (i + 1) * iwidth, 0); } else { g.DrawString(headers[i], font, new SolidBrush(headerColor), (i + 1) * iwidth, 0); } } //draw the original Bitmap original = (renderFinal)? image: template.DebugQuantization(); g.DrawImage(original, 0, headerSpace, iwidth - padding, iheight - padding); original.Dispose(); PaletteData data = new PaletteData(); Dictionary <int, int> groupToSlot = new Dictionary <int, int>(); int ngroups = 0; for (int i = 0; i < slotToColor.Count(); i++) { slotToColor[i] = i; data.colors.Add(new Color()); data.lab.Add(new CIELAB()); if (template.PixelsInSlot(i) > 0) { groupToSlot.Add(ngroups++, i); } } foreach (List <String> line in lines) { //draw the colorized thumbnail in the right location String style = line[1]; String[] colors = line[2].Split('^'); int colorIdx = 0; foreach (String color in colors) { //rgb floats int[] fields = color.Split(new string[] { " " }, StringSplitOptions.RemoveEmptyEntries).Select <String, int>(s => ((int)(Math.Round(double.Parse(s) * 255)))).ToArray <int>(); Color c = Color.FromArgb(fields[0], fields[1], fields[2]); data.colors[groupToSlot[colorIdx]] = c; data.lab[groupToSlot[colorIdx]] = Util.RGBtoLAB(c); colorIdx++; } int x = (headers.IndexOf(style) + 1) * iwidth; int y = styleToRowIdx[style] * iheight + headerSpace; styleToRowIdx[style]++; Bitmap result = (renderFinal)?GetFinalRendering(Util.ConvertFileName(basename, "", ""), data):template.SolidColor(data, slotToColor); //sometimes we can't get the nice image, so render the quantized image in this case if (result == null) { result = template.SolidColor(data, slotToColor); } g.DrawImage(result, x, y, iwidth - padding, iheight - padding); result.Dispose(); } PatternIO.SavePattern(vis, p, Path.Combine(outdir, "stylecolor")); vis.Dispose(); } }
private void Vis(bool figureQuality = false) { Directory.CreateDirectory(outdir + "\\viscolor\\"); Directory.CreateDirectory(outdir + "\\vis\\"); //read in the patterns and save out their layers List <PatternItem> patterns = PatternIO.GetPatterns(imagedir); foreach (PatternItem p in patterns) { String basename = p.Name; //Read the vis permutation description if available String specs = Path.Combine(outdir, "vis", p.Directory, Util.ConvertFileName(basename, "", ".txt")); if (!File.Exists(specs)) { continue; } Bitmap image = new Bitmap(p.FullPath); if (!palettes.ContainsKey(basename)) { continue; } PaletteData palette = palettes[basename]; ColorTemplate template = new ColorTemplate(image, palette); int[] slotToColor = new int[template.NumSlots()]; for (int i = 0; i < slotToColor.Count(); i++) { slotToColor[i] = i; } Dictionary <int, int> groupToSlot = new Dictionary <int, int>(); PaletteData data = new PaletteData(); int ngroups = 0; for (int i = 0; i < slotToColor.Count(); i++) { slotToColor[i] = i; data.colors.Add(new Color()); data.lab.Add(new CIELAB()); if (template.PixelsInSlot(i) > 0) { groupToSlot.Add(ngroups++, i); } } Bitmap vis = null; Graphics g = null; String[] lines = File.ReadAllLines(specs); //read the score and if it's the original or not double score = 0; bool orig = false; int nresult = 0; int y = 0; int x = 0; int ncol = 8; int iwidth = 200; int iheight = 200; int padding = (figureQuality) ? 8 : 15; Font font = new Font("Arial", 8); int colorIdx = 0; foreach (String line in lines) { if (line.StartsWith("Count")) { int count = Int32.Parse(line.Split(' ').Last()); //initialize the result image int nrow = count / ncol + 1; vis = new Bitmap(ncol * iwidth, nrow * iheight); g = Graphics.FromImage(vis); } else if (line.StartsWith("Score")) { //add the result to the visualization x = (nresult % ncol) * iwidth; y = (nresult / ncol) * iheight; if (colorIdx > 0) { Bitmap result = (renderFinal) ? GetFinalRendering(Util.ConvertFileName(basename, "", ""), data): template.SolidColor(data, slotToColor); //sometimes we can't get the nice image, so render the quantized image in this case if (result == null) { result = template.SolidColor(data, slotToColor); } g.DrawImage(result, x, y, iwidth - padding, iheight - padding); String label = String.Format("{0:0.00}", score); Color color = Color.Black; if (orig) { label += ", ***"; color = Color.Red; } if (!figureQuality) { g.DrawString(label, font, new SolidBrush(color), x, y + iheight - padding); } result.Dispose(); colorIdx = 0; //data.colors.Clear(); //data.lab.Clear(); nresult++; } score = Double.Parse(line.Split(' ')[1]); orig = Boolean.Parse(line.Split(' ')[2]); } else { //rgb floats int[] fields = line.Split(new string[] { " " }, StringSplitOptions.RemoveEmptyEntries).Select <String, int>(s => ((int)(Math.Round(double.Parse(s) * 255)))).ToArray <int>(); Color color = Color.FromArgb(fields[0], fields[1], fields[2]); data.colors[groupToSlot[colorIdx]] = color; data.lab[groupToSlot[colorIdx]] = Util.RGBtoLAB(color); colorIdx++; } } //save the last image if (data.colors.Count() > 0) { x = (nresult % ncol) * iwidth; y = (nresult / ncol) * iheight; Bitmap result = (renderFinal)? GetFinalRendering(Util.ConvertFileName(basename, "", ""), data): template.SolidColor(data, slotToColor); //sometimes we can't get the nice image, so render the quantized image in this case if (result == null) { result = template.SolidColor(data, slotToColor); } g.DrawImage(result, x, y, iwidth - padding, iheight - padding); Color color = Color.Black; String label = String.Format("{0:0.00}", score); if (orig) { label += ", ***"; color = Color.Red; } if (!figureQuality) { g.DrawString(label, font, new SolidBrush(color), x, y + iheight - padding); } result.Dispose(); //data.colors.Clear(); //data.lab.Clear(); colorIdx = 0; nresult++; } PatternIO.SavePattern(vis, p, Path.Combine(outdir, "viscolor")); vis.Dispose(); } }
private void Recolor() { String suboutdir = Path.Combine(outdir, "recolored"); Directory.CreateDirectory(suboutdir); //read in the patterns and save out their layers List <PatternItem> patterns = PatternIO.GetPatterns(imagedir); foreach (PatternItem p in patterns) { String basename = p.Name; if (!palettes.ContainsKey(basename)) { continue; } PaletteData palette = palettes[basename]; //Read the recoloring description if available String specs = Path.Combine(outdir, "specs", p.Directory, Util.ConvertFileName(basename, "", ".txt")); if (!File.Exists(specs)) { continue; } Bitmap image = new Bitmap(p.FullPath); //TODO: save and reload color templates functionality ColorTemplate template = new ColorTemplate(image, palette); PaletteData data = new PaletteData(); String[] lines = File.ReadAllLines(specs); int[] slotToColor = new int[template.NumSlots()]; Dictionary <int, int> groupToSlot = new Dictionary <int, int>(); int ngroups = 0; for (int i = 0; i < slotToColor.Count(); i++) { slotToColor[i] = i; if (template.PixelsInSlot(i) > 0) { groupToSlot.Add(ngroups++, i); } } //TODO: handle recoloring when # groups is less than number of original slots, because of quantization issues. //Right now, this is rather ugly.. data.colors = new List <Color>(); data.lab = new List <CIELAB>(); for (int i = 0; i < slotToColor.Count(); i++) { data.colors.Add(new Color()); data.lab.Add(new CIELAB()); } int groupid = 0; foreach (String line in lines) { //rgb floats int[] fields = line.Split(new string[] { " " }, StringSplitOptions.RemoveEmptyEntries).Select <String, int>(s => ((int)(Math.Round(double.Parse(s) * 255)))).ToArray <int>(); Color color = Color.FromArgb(fields[0], fields[1], fields[2]); data.colors[groupToSlot[groupid]] = color; data.lab[groupToSlot[groupid]] = Util.RGBtoLAB(color); groupid++; } Bitmap orig = (renderFinal)? image : template.DebugQuantization(); PatternIO.SavePattern(orig, p, suboutdir, "_original"); orig.Dispose(); Bitmap result = (renderFinal)? GetFinalRendering(Util.ConvertFileName(basename, "", ""), data): template.SolidColor(data, slotToColor); //sometimes we can't get the nice image, so render the quantized image in this case. TODO: or maybe skip rendering this visualization at all if (result == null) { result = template.SolidColor(data, slotToColor); } PatternIO.SavePattern(result, p, suboutdir, "_recolored"); result.Dispose(); } }