fractal microscope simulator - imaging

I've done work on software used for controlling imaging hardware, such as microscopes, that are sometimes hard to get time on. This means it is difficult to test out new/different algorithms which would require access to the instrument. I'd like to create a synthetic instrument that could be used for some of these testing purposes, and I was thinking of using some kind of fractal image generation to create the synthetic images. The key would be to be able to generate features at many different 'magnifications' and locations in some sort of deterministic manner. This is because some of the algorithms being tested may need to pan/zoom and relocate previously 'imaged' areas. Onto these base images I can then apply whatever instrument 'defects' are appropriate (focus, noise, saturation, etc.).
I'm at a bit of a loss on how to select/implement a good fractal algorithm for the base image. Any help would be appreciated. Preferably it would have the following qualities:
Be fast at rendering new image areas.
Fairly wide 'feature' coverage at as many locations and scales as possible.
Be deterministic (but initialized from random starting parameters).
Ability to tune to make images look more like 'real' images.
Item 2 is important, for example a mandelbrot set, with its large smooth/empty regions, might not be good since the software controlling the synthetic scope might fall into one of these areas.
So far I've thought of using something like a mandelbrot, but randomly shifting/rotating/scaling and merging two or more fractal sets to get more complete 'feature' coverage.
I've also seen images of the fractal flame algorithms and they seem to generate images that might be useful (and nice to look at).
Finally, I've thought of using some sort of paused particle simulation run to generate images that are more cell-like (my current imaging target), but I'm not sure if this approach can be made to work with the other requirements.
Edit:
#Jeffrey - So it sounds like some kind of terrain generation might be the way to go, as long as I have complete control over the PSRNG. Perhaps I can use some stored initial seed + x position + y position to generate my random numbers? But then I am unsure of how to consistently generate the terrains across scales, except, as you mentioned, to create the base terrain at the coursest scale, and at certain pre-determined 'magnifications' add new deterministic pseudo-random variations to this base. I'd also have to be careful about when to generate the next level of terrain, since if I'm too aggressive I'd have to generate and integrate the results appropriately for display at the coarser level... This is why I initially was leaning toward a more 'traditional' fractal, since this integration from finer scales would be handled more implicitly (I think).

The idea behind a fractal terrain creation algorithm is to build the image at each scale separately. For a landscape it's easy: just make a small array of height values, and set them randomly. Then scale it up to a larger array, averaging the values so that the contour is smooth, and then add small random amounts to those values. Then scale it up, etc. The original small bumps have become mountains, and they are filled with complex terrain.
There are two particular difficulties with the problem posed here, though. First, you don't want to store any of these values, since it would be potentially huge. Secondly, the features at each scale are of a different kind than the features at other scales.
These problems are not insurmountable.
Basically, you would divide the image up into a grid, and using deterministic psedorandom numbers establish the key features of each square in the grid. For example, each square could have a certain density of cell types.
At the next level of magnification, subdivide each square into another grid, apply a gradiant of values across the grid that is based on the values of the containing square and its surrounding squares. Then apply pseudorandom variations to that seeded with the containing square's grid coordinates. For the random seed, always use the coordinates of the immediately containing square of the subdivision under consideration regardless of where the image is cropped, in order to ensure that it is recreated correctly accross multiple runs.
At some level of magnification the random values go from being densities of paticles types to particle locations. Then for each particle, there are partical features. Then features on those features.
Although arbitrary left/right and up/down scrolling will be desired, the image at all levels of magnification above the current scene will have to be calculated each time the frame is shifted to ensure that all necessary features are included. This way the image can be scrolled from one cell to another without loss of consistancy. Partical simulations can be used to ensure that cells or cell features don't overlap. This could be done in a repeatable, deterministic manner.
And don't forget to apply a smoothing gradient based on averages of surrounding squares at higher levels before adding in the random variations. Otherwise, the abrupt changes will make the squares themselves appear in the images!
This answer is somewhat rambling and probably confusing, but that is best I can explain it right now. I hope it helps!

Related

Static image calibration

I am capturing static images of particulate biological materials on the millimeter scale, and then processing them in MATLAB. My routine is working well so far, but I am using a rudimentary calibration procedure where I include some coins in the image, automatically find them based on their size and circularity, count their pixels, and then remove them. This allows me to generate a calibration line with input "area-mm^2" and output "Area- pixels," which I then use to convert the pixel area of the particles into physical units of millimeters squared.
My question is: is there a better calibrant object that I can use, such as a stage graticule or "phantom" as some people seem to call them? Do you know where I could purchase such a thing? I can't even seem to find a possible vendor. Is there another rigorous way to approach this problem without using calibrant objects in the field of view?
Thanks in advance.
Clay
Image calibration is always done using features of knowns size or distance.
You could calculate the scale based on nominal specifications but your imaging equipment will always have some production tolerances, your object distance is only known to a certain accuracy...
So it's always safer and simpler to actually calibrate your scale.
As a calibrant you can use anything that meets your requirements. If you know the size well enough and if you are able to extract it's dimensions in pixels properly you can use it...
I don't know your requirements and your budget, but if you want something very precise and fancy you can use glass masks.
There are temperature stable glass slides that are coated with chrome for example. There are many companies that produce such masks customized (IMT AG, BVM maskshop, ...) Also most optics lab equipment suppliers have such things on stock. Edmund Optics, Newport, ...

Compare two nonlinear transformed (monochromatic) images

Given are two monochromatic images of same size. Both are prealigned/anchored to one common point. Some points of the original image did move to a new position in the new image, but not in a linear fashion.
Below you see a picture of an overlay of the original (red) and transformed image (green). What I am looking for now is a measure of "how much did the "individual" points shift".
At first I thought of a simple average correlation of the whole matrix or some kind of phase correlation, but I was wondering whether there is a better way of doing so.
I already found that link, but it didn't help that much. Currently I implement this in Matlab, but this shouldn't be the point I guess.
Update For clarity: I have hundreds of these image pairs and I want to compare each pair how similar they are. It doesn't have to be the most fancy algorithm, rather easy to implement and yielding in a good estimate on similarity.
An unorthodox approach uses RASL to align an image pair. A python implementation is here: https://github.com/welch/rasl and it also
provides a link to the RASL authors' original MATLAB implementation.
You can give RASL a pair of related images, and it will solve for the
transformation (scaling, rotation, translation, you choose) that best
overlays the pixels in the images. A transformation parameter vector
is found for each image, and the difference in parameters tells how "far apart" they are (in terms of transform parameters)
This is not the intended use of
RASL, which is designed to align large collections of related images while being indifferent to changes in alignment and illumination. But I just tried it out on a pair of jittered images and it worked quickly and well.
I may add a shell command that explicitly does this (I'm the author of the python implementation) if I receive encouragement :) (today, you'd need to write a few lines of python to load your images and return the resulting alignment difference).
You can try using Optical Flow. http://www.mathworks.com/discovery/optical-flow.html .
It is usually used to measure the movement of objects from frame T to frame T+1, but you can also use it in your case. You would get a map that tells you the "offset" each point in Image1 moved to Image2.
Then, if you want a metric that gives you a "distance" between the images, you can perhaps average the pixel values or something similar.

Alternatives to diamond-square for incremental procedural terrain generation?

I'm currently in the process of coding a procedural terrain generator for a game. For that purpose, I divide my world into chunks of equal size and generate them one by one as the player strolls along. So far, nothing special.
Now, I specifically don't want the world to be persistent, i.e. if a chunk gets unloaded (maybe because the player moved too far away) and later loaded again, it should not be the same as before.
From my understanding, implicit approaches like treating 3D Simplex Noise as a density function input for Marching Cubes don't suit my problem. That is because I would need to reseed the generator to obtain different return values for the same point in space, leading to discontinuities along chunk borders.
I also looked into Midpoint Displacement / Diamond-Square. By seeding each chunk's heightmap with values from the borders of adjacent chunks and randomizing the chunk corners that don't have any other chunks nearby, I was able to generate a tileable terrain that exhibits the desired behavior. Still, the results look rather dull. Specifically, since this method relies on heightmaps, it lacks overhangs and the like. Moreover, even with the corner randomization, terrain features tend to be confined to small areas, i.e. there are no multiple-chunk hills or similar landmarks.
Now I was wondering if there are other approaches to this that I haven't heard of/thought about yet. Any help is highly appreciated! :)
Cheers!
Post process!
After you do the heightmaps, run back through adding features.
This is how Minecraft does it to get the various caverns and cliff overhangs.

Spatial data visualization level of detail

I have a 3D point cloud data set with different attributes that I visualize as points so far, and I want to have LOD based on distance from the set. I want to be able to have a generalized view from far away with fewer and larger points, and as I zoom in I want a more points correctly spaced out appearing automatically.
Kind of like this video below, behavior wise: http://vimeo.com/61148577
I thought one solution would be to use an adaptive octree, but I'm not sure if that is a good solution. I've been looking into hierarchical clustering with seamless transitions, but I'm not sure which solution I should go with that fits my goal.
Any ideas, tips on where to start? Or some specific method?
Thanks
The video you linked uses 2D metaballs. When metaballs clump together, they form blobs, not larger circles. Are you okay with that?
You should read an intro to metaballs before continuing. Just google 2D metaballs.
So, hopefully you've read about metaball threshold values and falloff functions. Your falloff function should have a radius--a distance at which the function falls to zero.
We can achieve an LOD effect by tuning the threshold and the radius. Basically, as you zoom out, increase radius so that points have influence over a larger area and start to clump together. Also, adjust threshold so that areas with insufficient density of points start to disappear.
I found this existing jsfiddle 2D metaballs demo and I've modified it to showcase LOD:
LOD 0: Individual points as circles. (http://jsfiddle.net/TscNZ/370/)
LOD 1: Isolated points start to shrink, but clusters of points start to form blobs. (http://jsfiddle.net/TscNZ/374/)
LOD 2: Isolated points have disappeared. Blobs are fewer and larger. (change above URL to jsfiddle revision 377)
LOD 3: Blobs are even fewer and even larger. (change above URL to jsfiddle revision 380)
As you can see in the different jsfiddle revisions, changing LOD just requires tuning a few variables:
threshold = 1,
max_alpha = 1,
point_radius = 10,
A crucial point that many metaballs articles don't touch on: you need to use a convention where only values above your threshold are considered "inside" the metaball. Then, when zoomed far out, you need to set your threshold value above the peak value of your falloff function. This will cause an isolated point to disappear completely, leaving only clumps visible.
Rendering metaballs is a whole topic in itself. This jsfiddle demo takes a very inefficient brute-force approach, but there's also the more efficient "marching squares".

Minimising glDrawArray calls in OpenGl es

I'd like to hear what people think the optimal draw calls are for Open GL ES (on the iphone).
Specifically I've read in many places that it is best to minimise the number of calls to glDrawArrays/glDrawElements - I think Apple say 10 should be the max in their recent WWDC presentation. As I understand it to do this you need to put all the vertices into one array if possible, so you only need to make the drawArrays call once.
But I am confused because this surely means you can't use the translate, rotate, scale functions, because it would apply across the whole geometry. Which is fine except doesn't that mean you need to pre-calculate every vertex position yourself, rather than getting open gl to do it?
Also, doesn't it mean you can't use any of the fan/strip settings unless you just have a continuous shape?
These drawbacks make me think I'm not understanding something correctly, so I guess I'm looking for confirmation that I should:
Be trying to make an uber array of all triangles to draw.
Resign myself to the fact I'll have to work out all the vertex positions myself.
Forget about push'ing and pop'ing each thing to draw into it's desired location
Is that what others do?
Thanks
Vast question, batching is always a matter of compromise.
The ideal structure for performance would be, as you mention, to one single array containing all triangles to draw.
Starting from here, we can start adding constraints :
One additional constraint is that
having vertex indices in 16bits saves
bandwidth and memory, and probably
the fast path for your platform. So
you could consider grouping triangles
in chunks of 65536 vertices.
Then, if you want to switch the
shader/material/glState used to draw
geometry, you have no choice (*) but
to emit one draw call per
shader/material/glState. So grouping
triangles could consider grouping by
shaderID/materialID/glStateID.
Next, if you want to animate things,
you have no choice (*) but to
transmit your transform matrix to GL,
and then issue a draw call. So
grouping triangles could consider
grouping triangles by 'transform
groups', for example, all static
geometry together, animated geometry
that have common transforms can be
grouped too.
In these cases, you'd have to transform the vertices yourself (using CPU) before merging the meshes together.
Regarding triangle strips, you can transform any mesh in strips, even if it has discontinuities in its topology, by introducing degenerate triangles. So this is a technique that always apply.
All in all, reducing draw calls is a game of compromises, some techniques might work well for a 3d model, while others may be more suited for other 3d models. IMHO, the key is to be creative and to carefully benchmark your application to see if your changes actually improve performance on your target platform.
HTH, cheers,
(*) actually there are techniques that allow to reduce the number of draw calls in these cases, such as :
texture atlases to group different textures in a single one, to prevent
switching textures in GL, thus
allowing to limit draw calls
(pseudo) hardware instancing that allow shaders to fetch transforms
from various sources to transform
mesh instances in different ways.
...