In this homework, you'll be completing a basic photo manipulation program in Java!

A screenshot of the GUI

Task 0: Download Files

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.

TIP: Do not edit any of the completed files (i.e. PixelPicture, GUI, PointQueue, ColorMap or PictureTest); you can add other files, though. You'll be submitting a ZIP archive containing your files and any other support code you've added.

Codio Users

You do not have to download the files for the homework assignment -- the Codio box has been configured with them for you.

Eclipse Users

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.

TIP:

Don't forget to add JUnit 4 to your libraries!

Task 1: Pixels

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.

NOTE: Your pixel class should maintain the invariant that the three color components are in the range 0 to 255. If a Pixel constructor is passed values outside of this range, they should be clipped: negative numbers get clipped to 0; numbers greater than 255 should be clipped to 255.

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.

Pixel Testing

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.

NOTE: You must complete and test this class before moving on. You will not be able to complete the rest of the assignment until Pixel is finished.

Pictures

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
Left-to-right, top-to-bottom pixel layout for a 4 x 3 bitmap Each dotted box is an array; each red box is a pixel
The numbers are the index in the array

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.

TIP: Accessing the bitmap of a picture with p.getBitmap() gives you a copy of the entire 2-d array. You want to make sure that, for each image transformation you do this only once. If you call p.getBitmap() frequently, such as for every pixel in a pixel transformation, your program will run very, very slowly.

Implementing the Photo Manipulations

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.

TIP:

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.

TIP:

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.

NOTE: For a lot of the assignment, you will be updating individual pixel values. Many (but not all) of the functions require you to divide or multiply by doubles. Since the red, green, and blue attributes of Pixels are ints, you'll need to do a little work to make sure they are updated with the correct values to pass our tests.
Whenever you need to use doubles in calculations: at the end of your calculations, you must round using Math.round() then cast to int. Like this
  double d = ...  /* compute a double */
  int val = (int) Math.round(d); /* convert it to an int */
  

Writing Tests

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.

Task 2: Rotation

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)... ... ... ... ... ...
Original array, pixels numbered with coordinates

Rotating this bitmap will produce a bitmap with the following renumbered coordinates.

TIP: An n x m bitmap will rotate to an m x n bitmap.
............ (0,3)(1,3)(2,3)... (0,2)(1,2)(2,2)... (0,1)(1,1)(2,1)... (0,0)(1,0)(2,0)...
...(2,0)(1,0)(0,0) ...(2,1)(1,1)(0,1) ...(2,2)(1,2)(0,2) ...(2,3)(1,3)(0,3) ...... ... ...
Clockwise rotationCounter-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.

Task 3: Border

Create a new image that adds a border to an existing image.

The next step is to implement the static method border in SimpleManipulations.java. As with rotation, this operation is performed by renumbering---copying pixels from their old locations to new coordinates. However, this time the new image will be larger than the supplied picture because of the added border.
Border
The default image with a black 10-pixel border.

Task 4: Simple Pixel Transformations

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
Color Inversion
GrayScale Average
GrayScale Average
Color scaling with (1.0,0.5, 0.5)
Color scaling with (1.0, 0.5, 0.5)

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.

TIP: If you have a double value d, you can convert it to an int by rounding and then casting, using the code (int) Math.round(d).

Task 5: Alpha-Blend

Blend the pixels of another image into the current image.

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.

Blending with a gray scale version
The default image blended (alpha = 0.5) with a gray scale (average) version of itself. This blend reduces the color saturation of the image by incorporating gray into each pixel.

Task 6: Advanced Pixel Transformations

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.

A palette reduction
The default image with a palette reduced to 512 colors

Task 7: Blur

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)... ...............
Box blur neighborhood around (1,1), radius 1

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.

Blur 2
The default image blurred with radius 2.
There are very inefficient ways to implement this algorithm. If your solution takes more than 3 seconds to run upon testing, then it is likely incorrect and will timeout upon submission!

A Custom Effect (Kudos Problem I)

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.

Flood fill (Kudos Problem II)

The last problem is a challenge problem. It is here for additional practice but again worth no points on the assignment.

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.

  1. Let target be the color at (x,y).
  2. Create a set of points Q containing just the point (x,y).
  3. Take the first point p out of Q.
  4. Set the color at p to color.
  5. For each of p's non-diagonal neighbors—up, down, left, and right — check to see if they have the color target. If they do, add them to Q.
  6. If Q is empty, stop. Otherwise, go to 3.

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.

blur 16 contrast 16 flood
The default image after applying the operations blur(16), contrast(16), flood

Submission

If you are using Codio

Submit hw06.zip containing only:

This zip file will be automatically created with the correct files if you use the Zip command in Codio.

If you are using Eclipse

Grading

Here's the grade breakdown:
  1. Pixel: 13 points
  2. Simple image manipulations (rotateCCW, border): 10 points total
  3. Simple pixel transformations (color inversion, gray scale average, color scaling): 12 points total
  4. Alpha-Blend: 8 points total
  5. Contrast: 12 points total
  6. ReducePalette: 20 points total
  7. Blur: 20 points total
  8. Flood fill: 0 (kudos only)

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.