In this homework, you'll be completing a basic photo manipulation program in Java!
Here's a reference for how to download Eclipse and set it up: here
Download the homework files: here
We've given you the GUI for this program and have defined a number of super-fancy photo effects, controlled by buttons on the right-side of the application ("1890s", "Pin Hole", etc.). However, these effects don't quite work yet. They depend on basic photo manipulation algorithms that you must implement. (These basic manipulations are controlled by the buttons on the left-side, provided for your testing convenience.)
We've given you a few completed files to get started:
And you'll have to finish off a few more:
The JavaDocs for the classes you are working with can be found here, and the FAQ for this assignment can be found here.
You do not have to download the files for the homework assignment -- the Codio box has been configured with them for you.
You can download all the code files here, and import them into a Java project. To run all of your tests or your photo editor while using Eclipse, click the green play button in the upper menu while viewing the respective file. To run a single test, highlight the test name and click the play button. If you are not using Codio, you can download the test images used in MyTest.java here and you will have will have to modify the path to the test images as described in MyTest.java.
Don't forget to add JUnit 4 to your libraries!
Your first task is to complete the Pixel class. A pixel represents a color and is composed of three ints, indicating the amount of red, green, and blue, with values ranging from 0 to 255. Lower values mean less color; higher values mean more.
To start off, you will need to think of how to store the red, green, and blue values associated with each Pixel object. Keep in mind that every new Pixel created will need to store its own red, green and blue values. In addition, we want to make Pixels immutable. That is, once we create a new Pixel, there should be no way to modify its RGB values.
Once you decide how to store the different values, complete the two different constructors. In order to create a new Pixel, one of its constructors must be called: new Pixel(255,255,255) represents white, new Pixel(0,0,0) is black, and new Pixel(0,255,0) represents green. If a is an array containing the values {0, 0, 255} then new Pixel(a) constructs a blue pixel.
After finishing the constructors, complete the following methods:
Make sure that your implementation is "fully encapsulated," in the sense that it is not possible to modify the internal representation of an object except by calling methods from its class. For example, if a client modifies an array obtained from getComponents, the Pixel value should not change.
In MyPixelTest.java, write unit test cases for the Pixel class. The TAs will be manually assigning a grade for these, checking to see that you have comprehensively tested each function you wrote.
This homework will require you to work with bitmaps — two-dimensional arrays of color values — which are a standard representation for images.
Java offers a variety of classes for working with a wide variety of different image formats. In order to simplify your life, we've wrapped up the tricky bits of this code in a class called PixelPicture. The PixelPicture (and Pixel) classes provide all of the basic image management you'll need. Instead of working with Java's image processing libraries directly, you'll process bitmaps provided by this class.
The PixelPicture class makes image data available to you via the getBitmap method, which returns a bitmap of Pixels corresponding to the PixelPicture's contents. Note that in this application, bitmaps are indexed from left to right and from top to bottom.
0 | 1 | 2 |
0123 | 0123 | 0123 |
In the figure to the right, each dashed box represents an array. The top-level array holds each of the columns of the image, in left-to-right order. Each column array holds the pixels of that column, in a top-to-bottom order.
This layout is convenient because it puts the origin in the top-left corner, and lets us index a bitmap in x-y order.
Most tasks in this assignment involve taking a PixelPicture p, getting its bitmap via p.getBitmap(), manipulating the Pixels in that bitmap in some way, and then finally constructing a new PixelPicture from the manipulated bitmap using the appropriate PixelPicture constructor.
For the rest of the assignment, you will use bitmaps and Pixels to implement some photo manipulation algorithms. The algorithms you are to implement are described in detail in the sections below.
Make sure to test your functions in MyTest.java. If you are using Codio, follow the instructions found there to run MyTest and the provided GUI through Codio. If you are using Eclipse, you can run the Gui or the tests by right-clicking on the file and using the "Run As..." menu item. Either way, the only buttons that will work (initially) are "Load new image", "Save image", "Undo", "Quit", and "RotateCW". Note that the GUI downloads its initial image from the internet, so make sure that you have the internet available when you run it.
Some of the algorithms you are asked to implement during this assignment, especially those found in AdvancedManipulations.java, can be implemented in a very inefficient manner. We have timeouts in place that will fail individual tests if they take too long. If many of your tests are taking too long, we cannot accept your submission. None of the algorithms we ask you to implement should take more than a second or two to run if they are implemented properly.
Read over the whole assignment (on this webpage) before starting to code. You'll also want to read over a few of the source files first. In particular, the file Effects.java demonstrates how the basic manipulations can be used and put together to form composite effects. Reading this file will help you understand how to use the static methods in SimpleManipulations.java.
double d = ... /* compute a double */ int val = (int) Math.round(d); /* convert it to an int */
You can use the files MyPixelTest.java, ManipulateTest.java, and MyTest.java to test your code (only MyPixelTest.java will count towards your grade). ManipulateTest.java contains a number of simple tests for the basic manipulations and MyTest.java uses all of the sample images from this page as the basis of its tests. Neither of these files are sufficient, so you should also create additional test cases to help understand, debug, and evaluate your program. For help on how to write JUnit tests for this assignment, look at the provided tests in these test files. The tests verify that your methods return the correct PixelPicture objects by comparing them to simple images constructed from small two-dimensional arrays. The diff method in the PixelPicture class is useful for checking that two PixelPicture objects have the same bitmaps.
The tests in MyTest.java are based on the picture files included in the images folder in Codio. Note that these tests compare your solution to ours exactly. Because of floating point imprecision, your code may fail these tests but still be correct. These tests will allow you to see how close your solution is to ours.
Finally, beware of image compression effects when comparing two images. Due to image compression, if you save as a jpg or gif, the pixels in the saved image on your hard drive will have slightly altered pixels compared to the PixelPicture object (in memory) that is returned from your manipulation methods. (In the case of gif images, this is due to palette reduction of the same kind as the one you will implement yourself!) Therefore, you always want to compare only saved images to our sample images.
Change the orientation of an image.
In SimpleManipulations.java, there are two rotation functions: rotateCW() and rotateCCW(), which rotate an image clockwise and counter-clockwise, respectively. Each function rotates the image 90° in the given direction.
We have implemented rotateCW for you; you will need to implement rotateCCW. Implementing this command will require you process bitmaps. To understand the two rotations, consider the following bitmap, where we've numbered each pixel with its coordinates:
(0,0)(0,1)(0,2)(0,3)... | (1,0)(1,1)(1,2)(1,3)... | (2,0)(2,1)(2,2)(2,3)... | ... ... ... ... ... |
Rotating this bitmap will produce a bitmap with the following renumbered coordinates.
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Clockwise rotation | Counter-clockwise rotation |
Your job is to implement this "renumbering", copying pixels from their old coordinates to their new coordinates.
For this implementation you should fill in the definition of the static method rotateCCW in SimpleManipulations.java. Do not merely call rotateCW three times.
Perform image manipulations that actually require manipulation of Pixel RGB values.
For this task, you will need to implement several basic pixel transformations from SimpleManipulations.java. These manipulations are simple in that they only require you to consider each pixel independently; you don't have to pre-process the image or consider neighboring pixels. As an example of this kind of transformation, we have given you an implementation of grayScaleLuminosity. You will implement the following transformations:
Color inversion takes each pixel and chooses the "opposite" color of the current one — that is, the one directly across the color wheel.
Grayscaling algorithms transform images from colorful ones to shades of gray; there are several methods of doing this, each of which works best in different situations. We have given you one algorithm and you will be implementing another. An explanation of the specific algorithms can be found in the relevant files.
Color scaling multiplies the color components of each pixel by given scaling values. For example, with the parameters (1.0, 0.5, 0.5), the red components will be unchanged, but the blue and green parameters will be converted to half their value. This has the effect of giving the picture a strong red tint and decreasing the overall brightness.
The transformations you will need to implement all require decomposing each pixel into its three color components: red, green, and blue. Take a look at the included Pixel class for help with this.
The next picture manipulation, alphaBlend() in SimpleManipulations.java, actually takes two pictures and combines them pixel-by-pixel to produce a new image. Both pictures must be of the same dimensions - if they are not, return the picture provided as the first argument. This algorithm goes through the two pictures computing the weighted average of each of the corresponding pixels in the two images.
For the next operations, work in AdvancedManipulations.java. Each of these transformations requires your to compute additional information about the image before they can be executed.
Change the contrast of a picture by implementing the method adjustContrast() in AdvancedManipulations.java.
Your job is to change the intensity of the colors in the picture, following this simple method of changing contrast:Reduce a picture to its most common colors by implementing the method reducePalette().
You will need to make use of the ColorMap class to generate a map from Pixels of a certain color to the frequency with which identically-colored pixels appear in the image. Once you have generated your ColorMap, select your palette by retrieving the pixels whose color appears in the picture with the highest frequency. Then, change each pixel in the picture to one with the closest matching color from your palette. Use the distance method in the Pixel class to figure out the difference between two pixels.
Algorithms like this are widely used in image compression. GIFs in particular compress the palette to no more than 255 colors. The variant we have implemented here is a weak one, since it only counts color frequency by exact match. Advanced palette reduction algorithms (known as "indexing" algorithms) calculate color regions and distribute the palette over the regions. For example, if our picture had a lot of shades of blue and a little bit of red, our algorithm would likely choose a palette of all blue colors. An advanced algorithm would recognize that blues look similar and distribute the palette so that it would be possible to display red as well.
Make an image appear blurry or indistinct.
The blur() method in AdvancedManipulations.java takes one argument, a radius. There are different blurring algorithms; we'll implement the simplest, called a box blur. Box blurring works by averaging the box-shaped neighborhood around a pixel. The size of the box is configurable by setting the radius, half the length of a side of the box.
In the simplest case — a radius of 1 — blurring just takes the average around a pixel. Here, to blur around the pixel at (1,1) with radius 1, we take the average value of the pixels of its neighborhood: (0,0) though (2,2), including (1,1).
(0,0)(0,1)(0,2)(0,3)... | (1,0)(1,1)(1,2)(1,3)... | (2,0)(2,1)(2,2)(2,3)... | ............... |
Each component should be averaged separately.
This algorithm must be careful of corner cases. When blurring (0,0) with radius 1, we only need to consider the top-left corner, (0,0) through (1,1) — we'll divide by 4 at the end, not 9. You'll have to be careful to only access bitmaps inside of their bounds. You can assume that you will not be given a radius less than 1.
At this point you have implemented all of the basic transformations. The effects on the right-side of the GUI should all work, except for the last one. For this effect, you have the opportunity to design your own filter. Take a look at how the effects in Effects.java are implemented and do something cool in the method custom. This part of the assignment is worth no points, but we want to see what you come up with. If you create a particularly nice effect, post the output image (and the source code if you wish) to Piazza.
Finally, there is the flood command. The name is short for flood fill, which is the familiar "paint bucket" operation in graphics programs. In a paint program, the user clicks on a point in the image. Every neighboring, similarly colored point is then "flooded" with the color the user selected.
Suppose we want to flood color at (x,y). The simplest way to do flood fill is as follows.
Questions you should ask yourself (and not the TAs): what happens when target and color are the same? How can you speed up this naïve algorithm?
For Q, you should use the provided PointQueue class. It works very much like the queues we implemented in OCaml.
Submit hw06.zip containing only:
This zip file will be automatically created with the correct files if you use the Zip command in Codio.
Follow these instructions to create and upload hw06.zip:
You can also copy-paste your java files into Codio (e.g., if you have Pixel.java open, copy-paste that into Pixel.java on Codio and so on for the rest of the files) and create the zip file there.
We'll be testing functionality automatically, which has a maximum of 95 total points. You have five free submissions, after which there will be a five-point penalty for each extra submission. Because this is the first Java assignment, we will not be assigning style points. However, five points will be assigned manually for testing by TAs in code reviews. Still, as you complete the assignment, you should pay attention to the CIS 120 Java Coding Style Guidelines.