News:

Masm32 SDK description, downloads and other helpful links
Message to All Guests

Main Menu

Fast median algorithm

Started by guga, July 18, 2020, 02:22:35 AM

Previous topic - Next topic

guga

Quote from: Siekmanski on July 21, 2020, 06:34:19 AM
I thought this is what you wanted to do:
Instead of X and Y convolution matrices you like to use X and Y median matrices to detect the edges in the image?

I do not understand the part, you talk about 100 different pictures.
I'm not really sure what to make of the watermark removal part, or is it only about edge detection?

No. The median is used to calculate the median of the Sobel value of each pixel on all 100 different images. If i understood the documentation correctly, it calculated the median of the sobel values found on each image.

The part i´m talking about 100 images is from where it compute the median of sobels (Their results are in Real4). i´m using your routine to convert the resultant sobels to integer (rather then Real4), just to actually see what the algo is doing, since i´m not sure if i interpreted correctly what the python functions are actually doing

Ex:
The images have 960*720 pixels. So, it compute the sobelx, sobely and sobel for each image individually. In order to do that, each image must be converted to grey, right ? So, at the end the map generates a 960*720 values of sobel data.

Basically, after the convertion of each image to grey, the algorithm does this:

Calulate the sobel values of each image and take the median of those images like this:

Image1 - X/Y Coords and their sobel values on that locations
(x =0, Y=0. Sobel at this pos. Sobelx = 0.15458, SobelY = 0.564, Sobel = 0.988978)
(x =1, Y=0. Sobel at this pos. Sobelx = 0.14454, SobelY = 0.4565465, Sobel = 0.1978)
(...)
(x = 960, y = 720. Sobel at this pos. Sobelx =  ..................)

Image2 - X/Y Coords and their sobel values on that locations
(x =0, Y=0. Sobel at this pos. Sobelx = 0.458, SobelY = 0.5, Sobel = 0.9978)
(x =1, Y=0. Sobel at this pos. Sobelx = 0.54, SobelY = 0.255, Sobel = 0.78)
(...)
(x = 960, y = 720. Sobel at this pos. Sobelx =  ..................)

Image3 - X/Y Coords and their sobel values on that locations
(x =0, Y=0. Sobel at this pos. Sobelx = 0.18, SobelY = 0.54, Sobel = 0.98)
(x =1, Y=0. Sobel at this pos. Sobelx = 0.454, SobelY = 0.5, Sobel = 0.78)
(...)
(...)
(x = 960, y = 720. Sobel at this pos. Sobelx =  ..................)

Image100
(...)

What it does is compute the median on each location (from image 1 to 100) in order to create one single map data of median sobel values (The  Wm_x /  Wm_y variables)

So, it does:

SobelX median of pos X = 0, Y = 0 = Median of (0.15458,  0.458, 0.18, ....). Of course, what i did here, is convert this floats to integers (multiplying those fractions with 255), so i could be able to actually see what it is doing. (This is not from the article, just something is needed to see the result at this point). That´s why it maybe necessary a algo to compute median using Real4, btw, because in other parts of the watermark algorithm, the median seems to not be calculated from integers whatsoever, but Real4 values.

So, the next location is something like:
SobelX median of pos X = 1, Y = 0 (*255 to convert to integers, so i could see later) = Median of (0.14454*2550.54*255, 0.454*255, ....)

So, it generates one single mapped file containing at it's location x,y, the median of all 100 images on that same location x,y.


At least, this is how i interpreted what google algorithm is doing. at "estimate_watermark" function.
Coding in Assembly requires a mix of:
80% of brain, passion, intuition, creativity
10% of programming skills
10% of alcoholic levels in your blood.

My Code Sites:
http://rosasm.freeforums.org
http://winasm.tripod.com

Siekmanski

 :thumbsup:

OK now I understand what you want.
Do you have those 100 images for me?
Then I can try it out, if I have enough memory to store all those values.  :biggrin:
Creative coders use backward thinking techniques as a strategy.

guga

I´ll upload them for you. I´m testing in some images from my own that are already converted to 960*720. Do you prefer in what format ? Png, jpg..... ???
Coding in Assembly requires a mix of:
80% of brain, passion, intuition, creativity
10% of programming skills
10% of alcoholic levels in your blood.

My Code Sites:
http://rosasm.freeforums.org
http://winasm.tripod.com

Siekmanski

Don't matter, what you think is best.  :thumbsup:
Creative coders use backward thinking techniques as a strategy.

guga

Ok, here we go  :thumbsup: :thumbsup: :thumbsup:

https://we.tl/t-Ay9zox2FZe
Coding in Assembly requires a mix of:
80% of brain, passion, intuition, creativity
10% of programming skills
10% of alcoholic levels in your blood.

My Code Sites:
http://rosasm.freeforums.org
http://winasm.tripod.com

Siekmanski

Thanks I got them, they are already gray colored.
I need some days to code and test it, don't have much spare time this week.  :sad:
As you know I like challenges like this, I'll be back with some code when ready.
Creative coders use backward thinking techniques as a strategy.

Siekmanski

Ah, there are more than 256 different gray colors..... need to convert them all.  :biggrin:
Creative coders use backward thinking techniques as a strategy.

guga

Quote from: Siekmanski on July 21, 2020, 08:15:40 AM
Ah, there are more than 256 different gray colors..... need to convert them all.  :biggrin:

Oops..Sorry, It was not converted to gray when i exported. Here we go all images in grayscale :)

https://we.tl/t-cDUcU7PzGM
Coding in Assembly requires a mix of:
80% of brain, passion, intuition, creativity
10% of programming skills
10% of alcoholic levels in your blood.

My Code Sites:
http://rosasm.freeforums.org
http://winasm.tripod.com

Siekmanski

Thanks, saves us a few lines code.  :biggrin:
Creative coders use backward thinking techniques as a strategy.

guga

#54
Btw...If you want to test on the new Sobel routine i made, here it is ported to masm. (Sorry, i didn´t used macros here, because i don´t remember how the macros in masm are....but it won´t shouldn´t hard to follow  :smiley:). My variation of Sobel result on thinner edges and a correct equalization of the pixels distribution.

Masm version


Float_Two       dq 2.0
Float_One_255   dq 0.00392156862745098 ; (1/255)
Float_SobleVarG dq 180.3122292025696 ; 255/sqrt(2). This is to speed up the calculation rather then using divide.

SobelGetGPLusEx proc near

FractionY       = dword ptr -14h
FractionX       = dword ptr -10h
Divisor         = dword ptr -0Ch
DataCheck       = dword ptr -8
pReturn         = dword ptr -4
pMatrix         = dword ptr  8
pOutSobelX      = dword ptr  0Ch
pOutSobelY      = dword ptr  10h
pOutSobel       = dword ptr  14h

                push    ebp
                mov     ebp, esp
                sub     esp, 14h
                push    edi
                push    edx
                push    ecx
                finit
                mov     edi, [ebp+pMatrix]

                 ; To calculate Gx^2 later. Therefore Gx = M3+M9 + 2*(M6-M4) - (M7+M1)

                fld     dword ptr [edi+20] ; M6
                fsub    dword ptr [edi+12] ; M4
                fmul    Float_Two
                fadd    dword ptr [edi+8] ; M3
                fadd    dword ptr [edi+32] ; M9
                fsub    dword ptr [edi+24] ; M7
                fsub    dword ptr [edi+0] ; M1
                lea     ecx, [ebp+DataCheck]
                fistp   dword ptr [ecx]
                cmp     [ebp+DataCheck], 0
                jnz     short loc_4C7649
                fldz
                fstp    [ebp+FractionX]
                jmp     short loc_4C76AB
; ---------------------------------------------------------------------------

loc_4C7649:
                cmp     [ebp+DataCheck], -255 ; Blacks. Edge too dark. Limit was extrapolated
                jge     short loc_4C7675
                xor     edx, edx
                mov     ecx, 255
                mov     eax, [ebp+DataCheck]
                neg     eax
                div     ecx
                inc     eax
                imul    eax, 255
                mov     [ebp+Divisor], eax
                fild    [ebp+DataCheck]
                fidiv   [ebp+Divisor]
                fstp    [ebp+FractionX]
                jmp     short loc_4C76AB
; ---------------------------------------------------------------------------

loc_4C7675:
                cmp     [ebp+DataCheck], 255 ; Whites. Edge too brigth. Limit was extrapolated
                jle     short loc_4C769F
                xor     edx, edx
                mov     ecx, 255
                mov     eax, [ebp+DataCheck]
                div     ecx
                inc     eax
                imul    eax, 255
                mov     [ebp+Divisor], eax
                fild    [ebp+DataCheck]
                fidiv   [ebp+Divisor]
                fstp    [ebp+FractionX]
                jmp     short loc_4C76AB
; ---------------------------------------------------------------------------

loc_4C769F:
                fild    [ebp+DataCheck]
                fmul    Float_One_255
                fstp    [ebp+FractionX]

loc_4C76AB:
                mov     eax, [ebp+pOutSobelX]
                mov     ecx, [ebp+FractionX]
                mov     [eax], ecx

                 ; To calculate Gy^2 later. Therefore Gy = M7+M9 + 2*(M8-M2) - (M3+M1)
                fld     dword ptr [edi+28] ; M8
                fsub    dword ptr [edi+4] ; M2
                fmul    Float_Two
                fadd    dword ptr [edi+24] ; M7
                fadd    dword ptr [edi+32] ; M9
                fsub    dword ptr [edi+8] ; M3
                fsub    dword ptr [edi+0] ;  M1
                lea     ecx, [ebp+DataCheck]
                fistp   dword ptr [ecx]
                cmp     [ebp+DataCheck], 0
                jnz     short loc_4C76DD
                fldz
                fstp    [ebp+FractionY]
                jmp     short loc_4C773F
; ---------------------------------------------------------------------------

loc_4C76DD:
                cmp     [ebp+DataCheck], -255 ; Blacks. Edge too dark. Limit was extrapolated
                jge     short loc_4C7709
                xor     edx, edx
                mov     ecx, 255
                mov     eax, [ebp+DataCheck]
                neg     eax
                div     ecx
                inc     eax
                imul    eax, 255
                mov     [ebp+Divisor], eax
                fild    [ebp+DataCheck]
                fidiv   [ebp+Divisor]
                fstp    [ebp+FractionY]
                jmp     short loc_4C773F
; ---------------------------------------------------------------------------

loc_4C7709:
                cmp     [ebp+DataCheck], 255 ; Whites. Edge too brigth. Limit was extrapolated
                jle     short loc_4C7733
                xor     edx, edx
                mov     ecx, 255
                mov     eax, [ebp+DataCheck]
                div     ecx
                inc     eax
                imul    eax, 255
                mov     [ebp+Divisor], eax
                fild    [ebp+DataCheck]
                fidiv   [ebp+Divisor]
                fstp    [ebp+FractionY]
                jmp     short loc_4C773F
; ---------------------------------------------------------------------------

loc_4C7733:

                ; Soble = sqrt((255*FractionX)^2+(255*FractionY)^2)) = G = sqrt(Gx^2+Gy^2)
                ; since FractionX and FractionY can have a maximum of 1 and -1, therefore sobleMax = (255/sqrt(2)) * sqrt(FractionX^2+FractionY^2)

                fild    [ebp+DataCheck]
                fmul    Float_One_255
                fstp    [ebp+FractionY]

loc_4C773F:
                mov     eax, [ebp+pOutSobelY]
                mov     ecx, [ebp+FractionY]
                mov     [eax], ecx
                fld     [ebp+FractionX]
                fmul    st, st
                fld     [ebp+FractionY]
                fmul    st, st
                faddp   st(1), st
                fsqrt
                fmul    Float_SobleVarG
                lea     edx, [ebp+pReturn]
                fistp   dword ptr [edx]
                mov     eax, [ebp+pReturn]
                cmp     eax, 255
                jbe     short loc_4C776F
                mov     eax, 255

loc_4C776F:
                mov     ecx, [ebp+pOutSobel]
                mov     [ecx], eax
                pop     ecx
                pop     edx
                pop     edi
                mov     esp, ebp
                pop     ebp
                retn    10h
SobelGetGPLusEx endp



The parameters are:

pMatrix(In):
            Pointer to a 3*3 Matrix of Dwords containing the gray values

pOutSobelX(Out):
            Pointer to a variable that will store the SobelX value. The variable must be is Dword/Float Sized (It exports a float, but, they are the same size ;) ). The saved value is a Real4 from -1 to 1. So they are, actually, the normalized grey. i.e: Color/255
            If the value is negative, it means the pixel is dark. If the value is positive, it means, the pixel is brighter. So, at the end, basically, it goes from 0 to 127 (means dark) and 128 to 255 meaning bright.
           The sign here (negative or positive) was kept because we can use the values of Gx and Gy to compute the direction of the pixel with atan(Gy/Gx)

pOutSobelY(Out):
            Pointer to a variable that will store the SobelY value. The variable must be is Dword/Float Sized (It exports a float, but, they are the same size ;) ). The saved value is a Real4 from -1 to 1. So they are, actually, the normalized grey. i.e: Color/255
            If the value is negative, it means the pixel is dark. If the value is positive, it means, the pixel is brighter. So, at the end, basically, it goes from 0 to 127 (means dark) and 128 to 255 meaning bright.
            The sign here (negative or positive) was kept because we can use the values of Gx and Gy to compute the direction of the pixel with atan(Gy/Gx)

pOutSobel(Out):
            Pointer to a variable that will store the Sobel value. The variable must be a Dword. The saved value is a integer from 0 to 255.


Example of usage:


TmpMatrix   dd 212, 10, 15
            dd 105, 5, 18
            dd 215, 178, 0

            lea eax D$ebp+SobelX
            lea ebx D$ebp+SobelY
            lea ecx D$ebp+Sobel
invoke SobelGetGPlusEx, offset TmpMatrix, ecx, ebx, eax


Note:
The matrix containing the dwords of greys must be previously filled. They correspond basically to the 3 pixels from the width and 3 pixels from the height. Collected like this:

width = 100
height = 200

Pixel Pos in image (x/y) - On this example, to make it simple, i´ll just posting here the grey correspondent values and not the bytes from all channels, ok ?

X0/Y0  212 10 15 59 68 125 656 .....
X0/Y1  105 5 18 25 16 12 56 .....
X0/Y2  215 178 0 9 8 15 65 .....

The matrix is, therefore, always in this order:
M1  M2  M3
M4  M5  M6
M7  M8  M9

I don´t  remember how equates are used in masm, but on the SobelGetGPLusEx  function, when you see [edi+20], it actually refers to M6 position of the matrix.

Therefore:

M1 = 0
M2 = 4
M3 = 8
M4 = 12
M5 = 16
M6 = 20
M7 = 24
M8 = 28
M9 = 32

Size of the matrix = 36 bytes


The Rosasm version below should be a bit better to read. So here is the original version in RosAsm Syntax


Proc SobelGetGPLusEx:
    Arguments @pMatrix, @pOutSobelX, @pOutSobelY, @pOutSobel
    Local @pReturn, @DataCheck, @Divisor, @FractionX, @FractionY
    Uses edi, edx, ecx

    finit

    mov edi D@pMatrix

    ; To calculate Gx^2 later. Therfore Gx = M3+M9 + 2*(M6-M4) - (M7+M1)
    fld F$edi+FloatMatricesInt.M6Dis | fsub F$edi+FloatMatricesInt.M4Dis | fmul R$Float_Two
    fadd F$edi+FloatMatricesInt.M3Dis | fadd F$edi+FloatMatricesInt.M9Dis
    fsub F$edi+FloatMatricesInt.M7Dis | fsub F$edi+FloatMatricesInt.M1Dis
    lea ecx D@DataCheck | fistp F$ecx
    If D@DataCheck = 0

        fldz | fstp F@FractionX

    Else_If D@DataCheck <s 0-255 ; Blacks. Edge too dark

        xor edx edx | mov ecx 255 | mov eax D@DataCheck | neg eax | div ecx | inc eax | imul eax 255 | mov D@Divisor eax
        fild D@DataCheck | fidiv F@Divisor |  fstp F@FractionX

    Else_If D@DataCheck >s 255 ; Whites. Edge too brigth

        xor edx edx | mov ecx 255 | mov eax D@DataCheck | div ecx | inc eax | imul eax 255 | mov D@Divisor eax
        fild D@DataCheck | fidiv F@Divisor |  fstp F@FractionX

    Else
        fild D@DataCheck | fmul R$Float_One_255 | fstp F@FractionX
    End_If
    mov eax D@pOutSobelX | mov ecx D@FractionX | mov D$eax ecx

    ; To calculate Gy^2 later. Therefore Gy = M7+M9 + 2*(M8-M2) - (M3+M1)
    fld F$edi+FloatMatricesInt.M8Dis | fsub F$edi+FloatMatricesInt.M2Dis | fmul R$Float_Two
    fadd F$edi+FloatMatricesInt.M7Dis | fadd F$edi+FloatMatricesInt.M9Dis
    fsub F$edi+FloatMatricesInt.M3Dis | fsub F$edi+FloatMatricesInt.M1Dis
    lea ecx D@DataCheck | fistp F$ecx
    If D@DataCheck = 0
        fldz | fstp F@FractionY
    Else_If D@DataCheck <s 0-255 ; Blacks
        xor edx edx | mov ecx 255 | mov eax D@DataCheck | neg eax | div ecx | inc eax | imul eax 255 | mov D@Divisor eax
        fild D@DataCheck | fidiv F@Divisor | fstp F@FractionY; | fmul R$Float255
    Else_If D@DataCheck >s 255 ; Whites
        xor edx edx | mov ecx 255 | mov eax D@DataCheck | div ecx | inc eax | imul eax 255 | mov D@Divisor eax
        fild D@DataCheck | fidiv F@Divisor | fstp F@FractionY; | fmul R$Float255
    Else
        fild D@DataCheck | fmul R$Float_One_255 | fstp F@FractionY
    End_If
    mov eax D@pOutSobelY | mov ecx D@FractionY | mov D$eax ecx


    ; Soble = sqrt((255*FractionX)^2+(255*FractionY)^2)) = G = sqrt(Gx^2+Gy^2)
    ; since FractionX and FractionY can have a maximum of 1 and -1, therefore sobleMax = (255/sqrt(2)) * sqrt(FractionX^2+FractionY^2)

    fld F@FractionX | fmul ST0 ST0 | fld F@FractionY | fmul ST0 ST0 | faddp ST1 ST0 | fsqrt | fmul R$Float_SobleVarG
    lea edx D@pReturn
    fistp F$edx
    mov eax D@pReturn
    If eax > 255 ; Can be replaced with movzx eax ax. But i´m keping the comparition to check for errors while debugging.
        mov eax 255
    End_If
    mov ecx D@pOutSobel | mov D$ecx eax

EndP


And RosAsm equates and variables used are:



; variables
[Float_Two: R$ 2]
[FloatOne_255: R$ (1/255)]
[Float_SobleVarG: R$ 180.3122292025696187222153123367365]; 255/sqrt(2))

; equates
[FloatMatricesInt.M1Dis 0
FloatMatricesInt.M2Dis 4
FloatMatricesInt.M3Dis 8
FloatMatricesInt.M4Dis 12
FloatMatricesInt.M5Dis 16
FloatMatricesInt.M6Dis 20
FloatMatricesInt.M7Dis 24
FloatMatricesInt.M8Dis 28
FloatMatricesInt.M9Dis 32]

[Size_Of_FloatMatricesInt 36]


Remarks:
1 - Why not using the matrices -1, 0, 1 | -2, 0, 2 | 1, 0, 1 for Gx and 1, 2, 1 | 0, 0, 0 | -1, 2, -1 for Gy ?
To gain speed. This is why i already calculated the math envolving the matrix arithmetics which results in:

Gx = M3+M9 + 2*(M6-M4) - (M7+M1)
Gy = M7+M9 + 2*(M8-M2) - (M3+M1)

2 - Why did i used fractions and comparitions of DataCheck to 0, -255, 255 ?
Well, because those are the places where normal Sobel algorithm fails. While i was testing the algorithm i saw that some pixels on the edges were excessivelly bright or pure black and also found in some images, those extrapolations anywhere in the image.
Then, i realized that what sobel was producing was, in fact: noise.
But, then i thought, well, where those noises are located after all ? Are they really noise or simply an imperfection of the sobel algorithm itself ? I then, forced the function to export those extrapollations in red so i could actually see where they were located. For my surprise, the vast majority of these extrapolations occours near the true edges resulting in thicker edge line and some random noise here and there along the Gx and Gy edges.
What i saw was that it was generating values in the order of:

-400, -269, -300, -800 too dark
290, 300, 352, 402, etc etc too bright

So, i fixed that, simply calculating how much these values were exceeding and making the following equation:

If the exceeding value is negative i did:

FixedValue = OldValue/(255*(floor(|OldValue|/255)+1))

If the exceeding value is positive:

FixedValue = OldValue/(255*(floor(OldValue/255)+1))

Why is that ? well, i simply deal the excess like an extension of the limit of 255. So, in order for me to keep the values in between 0 and 1 something need to be done.
Therefore, i basically compute how much it is excedding to see which limit it is extrapolating. For example. Say we have a value of 273.

The range is only from 0 to (+/-)255, right ?

So, if the value was found in the range of 273, it means, that it is extrapolating the limit of 255. Therefore i needed to estimate another limit rather then 255 to fix the value. On this case, the new limit is achieved simply dividing the value by 255, and whatever
is the resultant value of the quotient, we simply add 1 to it. Why is that ? Simple...

Let´s say: 273/255 = 1.07058....
It means that it is extrapolating our limit in 0.07058..... Therefore our limit is no longer 255 but. 255*2 = 510. Why is that ? Because it is the next limit (next chunk of 255) that may fits to that remainder.
So, our quotient = 1 , we do (1+1)*255 = 510 as our new limit.

Then i simply divide the value from with this new limit = 273/510 = 0.53294....
So, our new fraction to Gx or Gy is now 0.53294.....inside the limits of 0 to 1

And, sure, i kept the sign intact in both cases. That´s why i needed to take the floor of the modulus of X/255 only when the value was negative.  :azn:

One thing that can also be used on this error cases of Sobel, is properly rebuild the edges. So, we could, simply making the app export those bad locations as bad pixels, and then mark them (as red, for example).
Then after the main sobel operation is over along the whole image, you could simply search for those bad pixels and recalculate the New Edges value (sobel) of them from the "good' sobel values from the neighbour pixels. or do whatever other thing to properly reconstruct those areas, specially because the pixels nearby will also be used in the matrix to compute their own sobels.

So, perhaps, a better techique could be simply flaging this pixel as bad and it´s neighbours ( on a 3x3 matrix) as yellows (warning pixels or something) and avoid computing the sobel from those bad or warned areas.

On this way, you could simply identify all good pixels 1st and create another algorithm to know what to do with the bad pixels and it´s neighbours. But that´s another story. For now, i choose only to calculate their floors to keep the algo as fast and reliable as possible. (Sure, i could also use Scharr operators, but this could be done later with his own algo).

3 - Why using floats to export the values in Gx and Gy and on the other hand, using integer to G ?
This is because how Sobel actually works. The true value in Sobel G will always be a integer from 0 to 255. Extrapolations are not allowed on mine version whatsoever to avoid having to cut off data.

And i´m using floats in Gx (SobelX) and Gy (SobelY), because, since those values are the ones needed to calculate the final integer G (Sobel), i choose to keep them as fractions, so the result of the squared root could be a bit more accurated then simply using integers. G is computed as:
G = sqrt(Gx^2+Gy^2)

So, keeping the values of Gy and Gx as floating point, results on a more accurated result wich always will only varies from a margin of error of 1 depending of the rounding mode of the system.  And also, we can use the values of Gx and Gy to compute the direction (angle) of the pixel with atan(Gy/Gx).

At the very end of the function, you can see that it will only needed to check is G in eax is bigger then 255 (which, btw, may not never happens, or when it does, the extrapolation is at the maximum value of 256 due to the round mode).

Sure...i could, as well, gain a bit more speed simply making movzx eax ax at the end, instead of comparing it with 255. But since i´m testing all of this, i kept the If/EndIf macros, mainly for debugging purposes.
Coding in Assembly requires a mix of:
80% of brain, passion, intuition, creativity
10% of programming skills
10% of alcoholic levels in your blood.

My Code Sites:
http://rosasm.freeforums.org
http://winasm.tripod.com

Siekmanski

Just some ideas:

For example, to get rid of the errors at the image borders:
- image = 100 * 100 pixels
- X and Y matrices = 3 * 3

Allocate a work buffer of 102 * 102 pixels with zeros.
Copy the bitmap data exactly in the middle so we have created a 1 pixel space around the image.
Now we can use the 3 * 3 matrix convolution maps without restoring the image border pixels.
The 1 pixel extra boundary space is only read, not written.

To prevent overshoots in Gx and Gy, we could normalize the matrix members.
If I'm correct, we will have clamped G values between 0-255 after sqrt(Gx^2+Gy^2).

This way we can also experiment with other matrix sizes and/or for example Gaussian ( evenly distributed ) convolution maps.

This is all theoretical, of course, and it has to be proven to work in the real world.  :biggrin:
Creative coders use backward thinking techniques as a strategy.

jj2007

Hi Marinus,
Your CalculateMedian algo is blazing fast, and I am trying to understand it :smiley:
However, I get mixed results - any explanation for this?
998 µs for MbMedian      M=124998
233 µs for CalcMedian    M=124998
1034 µs for ArraySort    M=124998
#elements=10000, maxY=501499

1662 µs for MbMedian     M=125749
92 µs for CalcMedian     M=110213 <<<<<<<<<<<<<
1567 µs for ArraySort    M=125749
#elements=20000, maxY=501499

3334 µs for MbMedian     M=126000
138 µs for CalcMedian    M=126000
2549 µs for ArraySort    M=126000
#elements=40000, maxY=501499


40,000 dwords attached. MedianBufferSize=4032000

nidud

#57
deleted

Siekmanski

Hi Nidud,

It is not so fast when there are great gaps between the numbers.
But this routine is special designed for gray color bitmap pixel data.
- they are normally close to each other and there are many duplicate values ( only 1 calculation for all the same duplicate numbers )
- They have a small range 0-255
- Big chance the whole buffer is populated at all offsets.
- it can process many thousands of pixel values very fast.

Hi Jochen,

Don't know... could be a bug...

There is one thing you need to know beforehand, what number in the data set is the highest number.
The MedianBufferSize ( in DWORD Size ) needs to be as large as the highest number + 1

It works like this:

- Start with an empty MedianBuffer
- Read the first item from the data set, the value is also the offset in the buffer, increase the value in the buffer by 1.
  When there are duplicate numbers in the data set, the value at that same offset is again increased by 1.
  Read the next items and process them the same way, till you reach the end of the data set.
- Now you have Populated the buffer with all the numbers from the data set.

- Next, you read the buffer and add all the numbers in the buffer together until the addition is as high ( or higher ) as half of the total numbers in the data set.
  The current offset position in the buffer is equal to the value of the Median. ( Middle number )

- When the total numbers in the data set is even, you need a second Middle number.
- Look at the value at the current buffer offset.
  If it is higher then 1, the second Middle number is equal to the first Middle number and the Median is found.
  If it is 1 then go to the next offset in the buffer until the value is not equal to zero.
  Then the current buffer offset position is your second Middle number.
- Add them together and divide by 2 and you have found the Median.
Creative coders use backward thinking techniques as a strategy.

HSE

Nidud!!

It's a very bad test. The most important thing is the result!!


Later: I found where theoretically result is validated, but don't work well.
Equations in Assembly: SmplMath