容斥原理是一种重要的组合数学方法,可以让你求解任意大小的集合,或者计算复合事件的概率。
容斥原理可以描述如下:
要计算几个集合并集的大小,我们要先将所有单个集合的大小计算出来,然后减去所有两个集合相交的部分,再加回所有三个集合相交的部分,再减去所有四个集合相交的部分,依此类推,一直计算到所有集合相交的部分。
它可以写得更简洁一些,我们将B作为所有Ai的集合,那么容斥原理就变成了:
这个公式是由 De Moivre (Abraham de Moivre)提出的。
用维恩图来表示集合A、B和C:
The post 【转】图像处理的滤镜算法 first appeared on 上善若水.
]]>将颜色的RGB设置为相同的值即可使得图片为灰色,一般处理方法有:
1、取三种颜色的平均值
2、取三种颜色的最大值(最小值)
3、加权平均值:0.3R + 0.59G + 0.11*B
for(var i = 0; i < data.length; i+=4) {
var grey = (data[i] + data[i+1] + data[i+2]) / 3;
data[i] = data[i+1] = data[i+2] = grey;
}
顾名思义,就是图片的颜色只有黑色和白色,可以计算rgb的平均值arg,arg>=100,r=g=b=255,否则均为0。
for(var i = 0; i < data.length; i += 4) {
var avg = (data[i] + data[i+1] + data[i+2]) / 3;
data[i] = data[i+1] = data[i+2] = avg >= 100 ? 255 : 0;
}
就是RGB三种颜色分别取255的差值。
for(var i = 0; i < data.length; i+= 4) {
data[i] = 255 - data[i];
data[i + 1] = 255 - data[i + 1];
data[i + 2] = 255 - data[i + 2];
}
rgb三种颜色取三种颜色的最值的平均值。
for(var i = 0; i < data.length; i++) {
var avg = Math.floor((Math.min(data[i], data[i+1], data[i+2]) + Math.max(data[i], data[i+1], data[i+2])) / 2 );
data[i] = data[i+1] = data[i+2] = avg;
}
就是只保留一种颜色,其他颜色设为0。
for(var i = 0; i < canvas.height * canvas.width; i++) {
data[i*4 + 2] = 0;
data[i*4 + 1] = 0;
}
高斯模糊的原理就是根据正态分布使得每个像素点周围的像素点的权重不一致,将各个权重(各个权重值和为1)与对应的色值相乘,所得结果求和为中心像素点新的色值。我们需要了解的高斯模糊的公式:

function gaussBlur(imgData, radius, sigma) {
var pixes = imgData.data,
height = imgData.height,
width = imgData.width,
radius = radius || 5;
sigma = sigma || radius / 3;
var gaussEdge = radius * 2 + 1;
var gaussMatrix = [],
gaussSum = 0,
a = 1 / (2 * sigma * sigma * Math.PI),
b = -a * Math.PI;
for(var i = -radius; i <= radius; i++) {
for(var j = -radius; j <= radius; j++) {
var gxy = a * Math.exp((i * i + j * j) * b);
gaussMatrix.push(gxy);
gaussSum += gxy;
}
}
var gaussNum = (radius + 1) * (radius + 1);
for(var i = 0; i < gaussNum; i++) {
gaussMatrix[i] /= gaussSum;
}
for(var x = 0; x < width; x++) {
for(var y = 0; y < height; y++) {
var r = g = b = 0;
for(var i = -radius; i<=radius; i++) {
var m = handleEdge(i, x, width);
for(var j = -radius; j <= radius; j++) {
var mm = handleEdge(j, y, height);
var currentPixId = (mm * width + m) * 4;
var jj = j + radius;
var ii = i + radius;
r += pixes[currentPixId] * gaussMatrix[jj * gaussEdge + ii];
g += pixes[currentPixId + 1] * gaussMatrix[jj * gaussEdge + ii];
b += pixes[currentPixId + 2] * gaussMatrix[jj * gaussEdge + ii];
}
}
var pixId = (y * width + x) * 4;
pixes[pixId] = ~~r;
pixes[pixId + 1] = ~~g;
pixes[pixId + 2] = ~~b;
}
}
imgData.data = pixes;
return imgData;
}
function handleEdge(i, x, w) {
var m = x + i;
if(m < 0) {
m = -m;
} else if(m >= w) {
m = w + i -x;
}
return m;
}

for(var i = 0; i < imgData.height * imgData.width; i++) {
var r = imgData.data[i*4],
g = imgData.data[i*4+1],
b = imgData.data[i*4+2];
var newR = (0.393 * r + 0.769 * g + 0.189 * b);
var newG = (0.349 * r + 0.686 * g + 0.168 * b);
var newB = (0.272 * r + 0.534 * g + 0.131 * b);
var rgbArr = [newR, newG, newB].map((e) => {
return e < 0 ? 0 : e > 255 ? 255 : e;
});
[imgData.data[i*4], imgData.data[i*4+1], imgData.data[i*4+2]] = rgbArr;
}
for(var i = 0; i < imgData.height * imgData.width; i++) {
var r = imgData.data[i*4],
g = imgData.data[i*4+1],
b = imgData.data[i*4+2];
var newR = r * 128 / (g + b + 1);
var newG = g * 128 / (r + b + 1);
var newB = b * 128 / (g + r + 1);
var rgbArr = [newR, newG, newB].map((e) => {
return e < 0 ? 0 : e > 255 ? 255 : e;
});
[imgData.data[i*4], imgData.data[i*4+1], imgData.data[i*4+2]] = rgbArr;
}
for(var i = 0; i < imgData.height * imgData.width; i++) {
var r = imgData.data[i*4],
g = imgData.data[i*4+1],
b = imgData.data[i*4+2];
var newR = (r - g -b) * 3 /2;
var newG = (g - r -b) * 3 /2;
var newB = (b - g -r) * 3 /2;
var rgbArr = [newR, newG, newB].map((e) => {
return e < 0 ? 0 : e > 255 ? 255 : e;
});
[imgData.data[i*4], imgData.data[i*4+1], imgData.data[i*4+2]] = rgbArr;
}
for(var i = 0; i < imgData.height * imgData.width; i++) {
var r = imgData.data[i*4],
g = imgData.data[i*4+1],
b = imgData.data[i*4+2];
var newR = Math.abs(g - b + g + r) * r / 256;
var newG = Math.abs(b -g + b + r) * r / 256;
var newB = Math.abs(b -g + b + r) * g / 256;
var rgbArr = [newR, newG, newB];
[imgData.data[i*4], imgData.data[i*4+1], imgData.data[i*4+2]] = rgbArr;
}
for (var i = 0; i < imgData.height * imgData.width; i++) {
var r = imgData.data[i * 4],
g = imgData.data[i * 4 + 1],
b = imgData.data[i * 4 + 2];
var newR = r * 0.393 + g * 0.769 + b * 0.189;
var newG = r * 0.349 + g * 0.686 + b * 0.168;
var newB = r * 0.272 + g * 0.534 + b * 0.131;
var rgbArr = [newR, newG, newB];
[imgData.data[i * 4], imgData.data[i * 4 + 1], imgData.data[i * 4 + 2]] = rgbArr;
}
The post 【转】图像处理的滤镜算法 first appeared on 上善若水.
]]>The post Star Wars: Secrets of the Empire – The VOID and ILMxLAB – Hyper-Reality Experience first appeared on 上善若水.
]]>



The post Star Wars: Secrets of the Empire – The VOID and ILMxLAB – Hyper-Reality Experience first appeared on 上善若水.
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]]>The post Read xml from Resouces folder, and convert to array/dictionary first appeared on 上善若水.
]]>
-
1
0,2
car1
120km/h
-
2
0,1
car2
122km/h
-
3
3
car3
123km/h
-
4
2,4
car4
110km/h
-
5
1,2,3
car5
140km/h
-
6
0,4
car6
130km/h
Switch to Unity
using System.Xml.Linq;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
Void Start(){
TextAsset myXML = (TextAsset) Resources.Load("DB");
var dbArr = XDocument.Load(new System.IO.StringReader(myXML.text)).Root.Elements().
Select(y => y.Elements().ToDictionary(x => x.Name, x => x.Value)).ToArray();
Debug.Log("try to get first item's name:"+dbArr[0]["name"]);
}
The post Read xml from Resouces folder, and convert to array/dictionary first appeared on 上善若水.
]]>