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我有一个允许用户绘制曲线的程序。但是这些曲线看起来不太好 - 它们看起来摇摇晃晃而且是手绘的。
所以我想要一个可以自动平滑它们的算法。我知道在平滑过程中存在固有的歧义,所以它不会每次都是完美的,但是这样的算法似乎确实存在于几个绘图包中并且它们工作得很好。
有这样的代码示例吗? C# 会很完美,但我可以从其他语言翻译过来。
最佳答案
您可以使用 Ramer–Douglas–Peucker algorithm 减少点数有一个 C# 实现 here .我尝试使用 WPFs PolyQuadraticBezierSegment 进行了尝试,根据容差,它显示出少量改进。
经过一些搜索来源( 1 , 2 )似乎表明使用来自 Graphic Gems 的曲线拟合算法Philip J Schneider 作品很好,the C code is available . Geometric Tools也有一些值得研究的资源。
这是一个粗略的sample我做了,仍然有一些小故障,但它在很多时候都运行良好。这是 FitCurves.c 的 quick and dirty C# 端口。问题之一是,如果您不减少原始点,则计算出的误差为 0,并且它会提前终止,样本会预先使用点减少算法。
/*
An Algorithm for Automatically Fitting Digitized Curves
by Philip J. Schneider
from "Graphics Gems", Academic Press, 1990
*/
public static class FitCurves
{
/* Fit the Bezier curves */
private const int MAXPOINTS = 10000;
public static List<Point> FitCurve(Point[] d, double error)
{
Vector tHat1, tHat2; /* Unit tangent vectors at endpoints */
tHat1 = ComputeLeftTangent(d, 0);
tHat2 = ComputeRightTangent(d, d.Length - 1);
List<Point> result = new List<Point>();
FitCubic(d, 0, d.Length - 1, tHat1, tHat2, error,result);
return result;
}
private static void FitCubic(Point[] d, int first, int last, Vector tHat1, Vector tHat2, double error,List<Point> result)
{
Point[] bezCurve; /*Control points of fitted Bezier curve*/
double[] u; /* Parameter values for point */
double[] uPrime; /* Improved parameter values */
double maxError; /* Maximum fitting error */
int splitPoint; /* Point to split point set at */
int nPts; /* Number of points in subset */
double iterationError; /*Error below which you try iterating */
int maxIterations = 4; /* Max times to try iterating */
Vector tHatCenter; /* Unit tangent vector at splitPoint */
int i;
iterationError = error * error;
nPts = last - first + 1;
/* Use heuristic if region only has two points in it */
if(nPts == 2)
{
double dist = (d[first]-d[last]).Length / 3.0;
bezCurve = new Point[4];
bezCurve[0] = d[first];
bezCurve[3] = d[last];
bezCurve[1] = (tHat1 * dist) + bezCurve[0];
bezCurve[2] = (tHat2 * dist) + bezCurve[3];
result.Add(bezCurve[1]);
result.Add(bezCurve[2]);
result.Add(bezCurve[3]);
return;
}
/* Parameterize points, and attempt to fit curve */
u = ChordLengthParameterize(d, first, last);
bezCurve = GenerateBezier(d, first, last, u, tHat1, tHat2);
/* Find max deviation of points to fitted curve */
maxError = ComputeMaxError(d, first, last, bezCurve, u,out splitPoint);
if(maxError < error)
{
result.Add(bezCurve[1]);
result.Add(bezCurve[2]);
result.Add(bezCurve[3]);
return;
}
/* If error not too large, try some reparameterization */
/* and iteration */
if(maxError < iterationError)
{
for(i = 0; i < maxIterations; i++)
{
uPrime = Reparameterize(d, first, last, u, bezCurve);
bezCurve = GenerateBezier(d, first, last, uPrime, tHat1, tHat2);
maxError = ComputeMaxError(d, first, last,
bezCurve, uPrime,out splitPoint);
if(maxError < error)
{
result.Add(bezCurve[1]);
result.Add(bezCurve[2]);
result.Add(bezCurve[3]);
return;
}
u = uPrime;
}
}
/* Fitting failed -- split at max error point and fit recursively */
tHatCenter = ComputeCenterTangent(d, splitPoint);
FitCubic(d, first, splitPoint, tHat1, tHatCenter, error,result);
tHatCenter.Negate();
FitCubic(d, splitPoint, last, tHatCenter, tHat2, error,result);
}
static Point[] GenerateBezier(Point[] d, int first, int last, double[] uPrime, Vector tHat1, Vector tHat2)
{
int i;
Vector[,] A = new Vector[MAXPOINTS,2];/* Precomputed rhs for eqn */
int nPts; /* Number of pts in sub-curve */
double[,] C = new double[2,2]; /* Matrix C */
double[] X = new double[2]; /* Matrix X */
double det_C0_C1, /* Determinants of matrices */
det_C0_X,
det_X_C1;
double alpha_l, /* Alpha values, left and right */
alpha_r;
Vector tmp; /* Utility variable */
Point[] bezCurve = new Point[4]; /* RETURN bezier curve ctl pts */
nPts = last - first + 1;
/* Compute the A's */
for (i = 0; i < nPts; i++) {
Vector v1, v2;
v1 = tHat1;
v2 = tHat2;
v1 *= B1(uPrime[i]);
v2 *= B2(uPrime[i]);
A[i,0] = v1;
A[i,1] = v2;
}
/* Create the C and X matrices */
C[0,0] = 0.0;
C[0,1] = 0.0;
C[1,0] = 0.0;
C[1,1] = 0.0;
X[0] = 0.0;
X[1] = 0.0;
for (i = 0; i < nPts; i++) {
C[0,0] += V2Dot(A[i,0], A[i,0]);
C[0,1] += V2Dot(A[i,0], A[i,1]);
/* C[1][0] += V2Dot(&A[i][0], &A[i][9]);*/
C[1,0] = C[0,1];
C[1,1] += V2Dot(A[i,1], A[i,1]);
tmp = ((Vector)d[first + i] -
(
((Vector)d[first] * B0(uPrime[i])) +
(
((Vector)d[first] * B1(uPrime[i])) +
(
((Vector)d[last] * B2(uPrime[i])) +
((Vector)d[last] * B3(uPrime[i]))))));
X[0] += V2Dot(A[i,0], tmp);
X[1] += V2Dot(A[i,1], tmp);
}
/* Compute the determinants of C and X */
det_C0_C1 = C[0,0] * C[1,1] - C[1,0] * C[0,1];
det_C0_X = C[0,0] * X[1] - C[1,0] * X[0];
det_X_C1 = X[0] * C[1,1] - X[1] * C[0,1];
/* Finally, derive alpha values */
alpha_l = (det_C0_C1 == 0) ? 0.0 : det_X_C1 / det_C0_C1;
alpha_r = (det_C0_C1 == 0) ? 0.0 : det_C0_X / det_C0_C1;
/* If alpha negative, use the Wu/Barsky heuristic (see text) */
/* (if alpha is 0, you get coincident control points that lead to
* divide by zero in any subsequent NewtonRaphsonRootFind() call. */
double segLength = (d[first] - d[last]).Length;
double epsilon = 1.0e-6 * segLength;
if (alpha_l < epsilon || alpha_r < epsilon)
{
/* fall back on standard (probably inaccurate) formula, and subdivide further if needed. */
double dist = segLength / 3.0;
bezCurve[0] = d[first];
bezCurve[3] = d[last];
bezCurve[1] = (tHat1 * dist) + bezCurve[0];
bezCurve[2] = (tHat2 * dist) + bezCurve[3];
return (bezCurve);
}
/* First and last control points of the Bezier curve are */
/* positioned exactly at the first and last data points */
/* Control points 1 and 2 are positioned an alpha distance out */
/* on the tangent vectors, left and right, respectively */
bezCurve[0] = d[first];
bezCurve[3] = d[last];
bezCurve[1] = (tHat1 * alpha_l) + bezCurve[0];
bezCurve[2] = (tHat2 * alpha_r) + bezCurve[3];
return (bezCurve);
}
/*
* Reparameterize:
* Given set of points and their parameterization, try to find
* a better parameterization.
*
*/
static double[] Reparameterize(Point[] d,int first,int last,double[] u,Point[] bezCurve)
{
int nPts = last-first+1;
int i;
double[] uPrime = new double[nPts]; /* New parameter values */
for (i = first; i <= last; i++) {
uPrime[i-first] = NewtonRaphsonRootFind(bezCurve, d[i], u[i-first]);
}
return uPrime;
}
/*
* NewtonRaphsonRootFind :
* Use Newton-Raphson iteration to find better root.
*/
static double NewtonRaphsonRootFind(Point[] Q,Point P,double u)
{
double numerator, denominator;
Point[] Q1 = new Point[3], Q2 = new Point[2]; /* Q' and Q'' */
Point Q_u, Q1_u, Q2_u; /*u evaluated at Q, Q', & Q'' */
double uPrime; /* Improved u */
int i;
/* Compute Q(u) */
Q_u = BezierII(3, Q, u);
/* Generate control vertices for Q' */
for (i = 0; i <= 2; i++) {
Q1[i].X = (Q[i+1].X - Q[i].X) * 3.0;
Q1[i].Y = (Q[i+1].Y - Q[i].Y) * 3.0;
}
/* Generate control vertices for Q'' */
for (i = 0; i <= 1; i++) {
Q2[i].X = (Q1[i+1].X - Q1[i].X) * 2.0;
Q2[i].Y = (Q1[i+1].Y - Q1[i].Y) * 2.0;
}
/* Compute Q'(u) and Q''(u) */
Q1_u = BezierII(2, Q1, u);
Q2_u = BezierII(1, Q2, u);
/* Compute f(u)/f'(u) */
numerator = (Q_u.X - P.X) * (Q1_u.X) + (Q_u.Y - P.Y) * (Q1_u.Y);
denominator = (Q1_u.X) * (Q1_u.X) + (Q1_u.Y) * (Q1_u.Y) +
(Q_u.X - P.X) * (Q2_u.X) + (Q_u.Y - P.Y) * (Q2_u.Y);
if (denominator == 0.0f) return u;
/* u = u - f(u)/f'(u) */
uPrime = u - (numerator/denominator);
return (uPrime);
}
/*
* Bezier :
* Evaluate a Bezier curve at a particular parameter value
*
*/
static Point BezierII(int degree,Point[] V,double t)
{
int i, j;
Point Q; /* Point on curve at parameter t */
Point[] Vtemp; /* Local copy of control points */
/* Copy array */
Vtemp = new Point[degree+1];
for (i = 0; i <= degree; i++) {
Vtemp[i] = V[i];
}
/* Triangle computation */
for (i = 1; i <= degree; i++) {
for (j = 0; j <= degree-i; j++) {
Vtemp[j].X = (1.0 - t) * Vtemp[j].X + t * Vtemp[j+1].X;
Vtemp[j].Y = (1.0 - t) * Vtemp[j].Y + t * Vtemp[j+1].Y;
}
}
Q = Vtemp[0];
return Q;
}
/*
* B0, B1, B2, B3 :
* Bezier multipliers
*/
static double B0(double u)
{
double tmp = 1.0 - u;
return (tmp * tmp * tmp);
}
static double B1(double u)
{
double tmp = 1.0 - u;
return (3 * u * (tmp * tmp));
}
static double B2(double u)
{
double tmp = 1.0 - u;
return (3 * u * u * tmp);
}
static double B3(double u)
{
return (u * u * u);
}
/*
* ComputeLeftTangent, ComputeRightTangent, ComputeCenterTangent :
*Approximate unit tangents at endpoints and "center" of digitized curve
*/
static Vector ComputeLeftTangent(Point[] d,int end)
{
Vector tHat1;
tHat1 = d[end+1]- d[end];
tHat1.Normalize();
return tHat1;
}
static Vector ComputeRightTangent(Point[] d,int end)
{
Vector tHat2;
tHat2 = d[end-1] - d[end];
tHat2.Normalize();
return tHat2;
}
static Vector ComputeCenterTangent(Point[] d,int center)
{
Vector V1, V2, tHatCenter = new Vector();
V1 = d[center-1] - d[center];
V2 = d[center] - d[center+1];
tHatCenter.X = (V1.X + V2.X)/2.0;
tHatCenter.Y = (V1.Y + V2.Y)/2.0;
tHatCenter.Normalize();
return tHatCenter;
}
/*
* ChordLengthParameterize :
* Assign parameter values to digitized points
* using relative distances between points.
*/
static double[] ChordLengthParameterize(Point[] d,int first,int last)
{
int i;
double[] u = new double[last-first+1]; /* Parameterization */
u[0] = 0.0;
for (i = first+1; i <= last; i++) {
u[i-first] = u[i-first-1] + (d[i-1] - d[i]).Length;
}
for (i = first + 1; i <= last; i++) {
u[i-first] = u[i-first] / u[last-first];
}
return u;
}
/*
* ComputeMaxError :
* Find the maximum squared distance of digitized points
* to fitted curve.
*/
static double ComputeMaxError(Point[] d,int first,int last,Point[] bezCurve,double[] u,out int splitPoint)
{
int i;
double maxDist; /* Maximum error */
double dist; /* Current error */
Point P; /* Point on curve */
Vector v; /* Vector from point to curve */
splitPoint = (last - first + 1)/2;
maxDist = 0.0;
for (i = first + 1; i < last; i++) {
P = BezierII(3, bezCurve, u[i-first]);
v = P - d[i];
dist = v.LengthSquared;
if (dist >= maxDist) {
maxDist = dist;
splitPoint = i;
}
}
return maxDist;
}
private static double V2Dot(Vector a,Vector b)
{
return((a.X*b.X)+(a.Y*b.Y));
}
}
关于c# - 平滑手绘曲线,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5525665/
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