smoothing

Algorithms for downscaling bitmapped fonts

纵然是瞬间 提交于 2019-12-05 05:03:05
问题 This is a follow-up to this question. I am working on a low level C app where I have to draw text. I have decided to store the font I want to use as an array (black and white, each char 128x256, perhaps), then I'd downscale it to the sizes I need with some algorithm (as grayscale, so I can have some crude font smoothing). Note: this is a toy project, please disregard stuff like doing calculations at runtime or not. Question is, which algorithm? I looked up 2xSaI , but it's rather complicated.

Techniques to smooth face edges in OpenGL

牧云@^-^@ 提交于 2019-12-04 15:41:36
When I light my human model in OpenGL using face normals it is very apparent where each face is on the model. The lighting becomes considerably smoother using vertex normals but still noticeable. Is there any technique available to smooth organic models without adding additional vertices (ex. subdivisions)? If you are seeing single faces with per vertex normals you might have forgotten to enable smooth facing: glShadeModel(GL_SMOOTH); If that's not helping make sure all vertices with the same position also have the same normal. This should be done by blender automatically however. It's also

How to get confidence interval for smooth.spline?

血红的双手。 提交于 2019-12-04 14:51:49
I have used smooth.spline to estimate a cubic spline for my data. But when I calculate the 90% point-wise confidence interval using equation, the results seems to be a little bit off. Can someone please tell me if I did it wrongly? I am just wondering if there is a function that can automatically calculate a point-wise interval band associated with smooth.spline function. boneMaleSmooth = smooth.spline( bone[males,"age"], bone[males,"spnbmd"], cv=FALSE) error90_male = qnorm(.95)*sd(boneMaleSmooth$x)/sqrt(length(boneMaleSmooth$x)) plot(boneMaleSmooth, ylim=c(-0.5,0.5), col="blue", lwd=3, type=

Smoothing of “spatial” data

可紊 提交于 2019-12-04 11:55:00
I have 2 variables x and y which are Cartesian coordinates at [0,1], and z is the value of a (continuous) variable at these coordinates. The z vector has some important outliers x<-sample(seq(0,1,0.001), replace=F) y<-sample(seq(0,1,0.001), replace=F) z<-runif(1001,min=0,max=1) z[100]<-8;z[400]<-16;z[800]<-4 These outliers I would like to emphasize when presenting these data in a filled.contour I have used until now library(akima) a<-interp(x,y,z) filled.contour(a$x,a$y,a$z) But I am not happy with this linear interpolation. For example (the outliers do not show up correctly). I am thinking

smooth scroll with mousewheel to next or previous div

心已入冬 提交于 2019-12-04 09:42:12
I'm trying to get a javascript on my site so when a person scrolls on the website, it automatically scrolls to the next or previous Div with a certain class. I'm working with smoothscroll and scrollto. I also found two codes that I'm trying to combine. But I don't seem to understand the whole scripts... The first script is from http://webdesignerwall.com/tutorials/scrollto-posts-with-jquery . This script makes it possible to navigate between DIV's (with a certain class) by pressing next or previous. The second script is from How to enforce a "smooth scrolling" rule for mousewheel, jQuery?

Identify all local extrema of a fitted smoothing spline via R function 'smooth.spline'

拜拜、爱过 提交于 2019-12-04 05:55:36
问题 I have a 2-dimensional data set. I use the R's smooth.spline function to smooth my points graph following an example in this article: https://stat.ethz.ch/R-manual/R-devel/library/stats/html/predict.smooth.spline.html So that I get the spline graph similar to the green line on this picture I'd like to know the X values, where the first derivative of the smoothing spline equals zero (to determine exact minimum or maximum). My problem is that my initial dataset (or a dataset that I could auto

LibGDX - How to smooth out actor drawable when scaling a Scene2d stage?

偶尔善良 提交于 2019-12-04 04:05:56
This is my set-up: stage = new Stage(1280, 800, false); button = new Button(drawableUp, drawableDown); stage.add(button); this gets rendered as following: @Override public void render(float delta) { Gdx.gl.glClearColor(RED,GREEN,BLUE,ALPHA); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } The issue is that when the stage is shown on 1280x800 the button looks like that: If the stage is rescaled to e.g. 1280x736, the button drawable is scaled in the following way: Is there a way to smooth out the edges somehow? Because right now it looks to me that the scaling is

How to resize a bitmap image in C# without blending or filtering?

南笙酒味 提交于 2019-12-04 03:56:49
问题 I have a gray scale image that I would like to enlarge so that I can better see the individual pixels. I've tried setting Smoothing mode to none and some different Interpolation Modes (as suggested on other questions on here), but the images still appear to me as if they are still doing some sort of blending before being displayed on the screen. basically If I have a image that is (White, White, White, Black) I want when I enlarge it to say 6x6, it to look like (White, White, White, White,

Smooth cone normals

倾然丶 夕夏残阳落幕 提交于 2019-12-04 02:00:13
问题 I'm trying to calculate smooth normals for a cone. In looking around for code samples and explanations, I consistently come across directions for face normals. I've posted a couple pictures below of what I'm doing. The first -- which basically just normalizes the vertex position -- gives me decently smooth shading, but the edges are "missing" and the bottom face isn't solid. The second has edges, but the shading is flat (face normals) and my light isn't reflecting off of them correctly. The

Algorithms for downscaling bitmapped fonts

拥有回忆 提交于 2019-12-03 21:08:14
This is a follow-up to this question . I am working on a low level C app where I have to draw text. I have decided to store the font I want to use as an array (black and white, each char 128x256, perhaps), then I'd downscale it to the sizes I need with some algorithm (as grayscale, so I can have some crude font smoothing). Note: this is a toy project, please disregard stuff like doing calculations at runtime or not. Question is, which algorithm? I looked up 2xSaI , but it's rather complicated. I'd like something I can read the description for and work out the code myself (I am a beginner and