Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()
I found a different bug in the patch I wrote anyway, so its good it wasn't included. The latest code I have in my repo has the bug fixed. Nirav On Tue, Jul 15, 2008 at 11:54 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hi, > > I think we'll add all of your patches after 1.8.1 is released this weekend. > > Nicholas and I wrote some tests for Mask.get_bounding_rects, and > transform.threshold... However I think it's a bit late to test them > properly still, and might as well add them to pygame 1.9 starting this > weekend. > > > cheers, > > > On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote: >> Thanks for the patch. I'm looking it over today. >> >> Firstly I'm writing some more extensive test cases for it. >> >> cheers, >> >> >> >> On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote: >>> In testing some computer vision stuff I was writing, I found that >>> mask.get_bounding_rects() often split a connected component into >>> multiple bounding boxes. Specifically in the following case: >>> >>> 0011 >>> >>> >>> It would split the 11 in the first row and the in the second row >>> into separate connected components, and therefore separate bounding >>> boxes. >>> >>> I wrote a new version of it based on the algorithm I used in >>> mask.connected_component. It correctly detects connected components, >>> and there is also a side benefit of an, on average, 2x increase in >>> performance. >>> >>> I attached the functions that I changed, and the full mask.c is >>> available in my repo, though it also contains other functions that I'm >>> proposing for 1.9. >>> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c >>> >>> Nirav >>> >> >
Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()
hi, I think we'll add all of your patches after 1.8.1 is released this weekend. Nicholas and I wrote some tests for Mask.get_bounding_rects, and transform.threshold... However I think it's a bit late to test them properly still, and might as well add them to pygame 1.9 starting this weekend. cheers, On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > Thanks for the patch. I'm looking it over today. > > Firstly I'm writing some more extensive test cases for it. > > cheers, > > > > On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote: >> In testing some computer vision stuff I was writing, I found that >> mask.get_bounding_rects() often split a connected component into >> multiple bounding boxes. Specifically in the following case: >> >> 0011 >> >> >> It would split the 11 in the first row and the in the second row >> into separate connected components, and therefore separate bounding >> boxes. >> >> I wrote a new version of it based on the algorithm I used in >> mask.connected_component. It correctly detects connected components, >> and there is also a side benefit of an, on average, 2x increase in >> performance. >> >> I attached the functions that I changed, and the full mask.c is >> available in my repo, though it also contains other functions that I'm >> proposing for 1.9. >> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c >> >> Nirav >> >
Re: [pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()
Thanks for the patch. I'm looking it over today. Firstly I'm writing some more extensive test cases for it. cheers, On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote: > In testing some computer vision stuff I was writing, I found that > mask.get_bounding_rects() often split a connected component into > multiple bounding boxes. Specifically in the following case: > > 0011 > > > It would split the 11 in the first row and the in the second row > into separate connected components, and therefore separate bounding > boxes. > > I wrote a new version of it based on the algorithm I used in > mask.connected_component. It correctly detects connected components, > and there is also a side benefit of an, on average, 2x increase in > performance. > > I attached the functions that I changed, and the full mask.c is > available in my repo, though it also contains other functions that I'm > proposing for 1.9. > http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c > > Nirav >
[pygame] [PATCH] fix incorrect behavior and performance in mask.get_bounding_rects()
In testing some computer vision stuff I was writing, I found that mask.get_bounding_rects() often split a connected component into multiple bounding boxes. Specifically in the following case: 0011 It would split the 11 in the first row and the in the second row into separate connected components, and therefore separate bounding boxes. I wrote a new version of it based on the algorithm I used in mask.connected_component. It correctly detects connected components, and there is also a side benefit of an, on average, 2x increase in performance. I attached the functions that I changed, and the full mask.c is available in my repo, though it also contains other functions that I'm proposing for 1.9. http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c Nirav get_bounding_rects Description: Binary data