CIS 1200

Homework 6: Pennstagram

In this homework, you’ll be completing a basic photo manipulation application in Java!

Task 0: Set up your project and browse the files

Setup (Codio Users)

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

Setup (IntelliJ Users)

Download IntelliJ, following the instructions in our IntelliJ set-up guide.

Once it’s downloaded, set up your Java project, following the instructions in the “Setting up homework in IntelliJ” section of the guide linked above. Make sure not to put any special characters (other than hyphens and underscores) or spaces in the full absolute path of the project.

You can download all the code files here, and import them into a Java project. If you’re not sure how to run files, tests, the style checker, etc., please check the setup guide linked above.

Project Overview

We’ve given you the GUI for this program and have defined several 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, because 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:

  • PixelPicture.java, which manages the reading and writing of image data.
  • GUI.java, the simple GUI for the program (which you can run to help you test Parts 3 and 4).
  • ColorMap.java, a Map data structure that helps build histograms.
  • ManipulateTest.java, a JUnit test file for the image manipulations.
  • PointQueue.java, a data structure for managing queues of ints (needed only for the Kudos flood fill problem).

And you’ll have to finish off a few more:

  • Pixel.java, which is a point of color in an image. You’ll have to finish a few constructors (Pixel()), getRed(), getGreen(), getBlue(), getComponents(), distance(), toString() and equals().
  • MyPixelTest.java, which contains an example test for Pixel. You will need to add your own tests to ensure your code works the way you want it to.
  • SimpleManipulations.java, a collection of simpler image manipulations. You’ll have to finish rotateCCW(), border(), invertColors(), grayScaleAverage(), scaleColors(), and alphaBlend().
  • AdvancedManipulations.java, a collection of image manipulations requiring pre-processing of the image or consideration of multiple pixels at once in order to paint a single pixel. You’ll have to finish adjustContrast(), reducePalette(), and blur() (and flood() for Kudos!).
  • Effects.java, which implements super-fancy photo effects, based on the basic image manipulations (modified only for Kudos).
  • ImageTest.java, a place to put your own JUnit tests.

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), and do not add any new files. You’ll be submitting a ZIP archive containing just the files (listed above) that we are asking you to modify.

Task 1: Pixels

Your first task is to complete the Pixel class. A pixel represents a color and is composed of three ints, indicating amounts 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:

  • public int getRed()
  • public int getGreen()
  • public int getBlue()
  • public int[] getComponents()
  • public int distance(Pixel px)
  • public String toString()
  • public boolean equals(Pixel other)

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. There are multiple ways to achieve encapsulation, and you do not need to use Arrays.copyOf().

Pixel Testing

In MyPixelTest.java, write unit test cases for the methods of the Pixel class.

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. 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 the 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 top to bottom and from left to right.

0 012
1 012
2 012
3 012

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

In the figure above, each dashed box represents an array. The top-level array holds each of the rows of the image, in top-to-bottom order. Each row array holds the pixels of that row, in left-to-right order.

This layout is convenient because it puts the origin in the top-left corner and lets us visualize the 2-d array as (x,y) coordinates.

Note that since we index first by row, we access the array first by its y coordinate and secondarily by its x coordinate. This means that a coordinate at position (x,y) will appear in the array at index bmp[y][x]. This is called row-major layout.

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 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 you do this only once for each image transformation. If you call p.getBitmap() more frequently, such as for every pixel in an image during some pixel-by-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. These algorithms are described in detail in the sections below.

Make sure to test your functions in ImageTest.java. If you are using Codio, follow the instructions found there to run ImageTest and the provided GUI through Codio. If you are using IntelliJ, 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 are connected to the internet 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 will not be able to accept your submission (because we can’t test it). 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 ImageTest.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 ImageTest.java uses all of the sample images from this page as the basis of its tests. Neither of these files is sufficient to fully exercise the functionality we’re asking you to build, so you should also create additional test cases to help understand, debug, and evaluate the code you write.

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 ImageTest.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 visually 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 be slightly altered 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 uncompressed saved images to our sample images.

Task 2: Rotation

Here, your task is to 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 implement rotateCCW. Implementing this command will require you to 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)...
(3, 0)(3, 1)(3, 2)(3, 3)...
  ....    ....    ....    ....  ...

Original array, pixels numbered with coordinates

...(3, 0)(2, 0)(1, 0)(0, 0)
...(3, 1)(2, 1)(1,1)(0, 1)
...(3, 2)(2, 2)(1, 2)(0, 2)
...  ....    ....    ....    ....  
  ....    ....    ....    ....  ...
(0, 2)(1, 2)(2, 2)(3, 2)...
(0, 1)(1, 1)(2, 1)(3, 1)...
(0, 0)(1, 0)(2, 0)(3, 0)...

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.

Task 3: Border

In this task, you will create a new image that adds a border to an existing image.

The first step is to implement the static method border in SimpleManipulations.java. As with rotation, this operation is performed by 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.

The default image with a black 10-pixel border

Task 4: Simple Pixel Transformations

In this task, you will perform some image manipulations that 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: invertColors()
  • Grayscaling Via Averaging: grayScaleAverage()
  • Color Scaling: scaleColors() 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: Again, 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

In this task you will 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, just return the picture provided as the first argument). The algorithm goes through the two pictures computing the weighted average of each of the corresponding pixels in the two images.

This shows the default image blended (alpha = 0.3) with a grayscale (average) version of itself. This blend reduces the color saturation of the image by incorporating some gray into each pixel.

Task 6: Advanced Pixel Transformations

For the next operations, you’ll work in AdvancedManipulations.java. Each of these transformations requires you to compute additional information about the image before it can be executed.

Contrast

First, you’ll 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:

  1. Find the average color intensity of the picture.

    1. Sum the values of all the color components in all of the pixels (for each pixel add each of its color components to the total sum).
    2. Divide the total sum by the number of pixels times 3 (the number of components). This is the average color intensity.
  2. Subtract the average color intensity from each color component of each pixel, resulting in a “normalized” color component. (This will make the average color intensity for the entire image zero.)

  3. Scale each normalized color component by multiplying them by the contrast “multiplier” parameter. Note that the multiplier is a double (a decimal value like 1.2 or 0.6) and normalized color values are integers.

    These scaled and normalized color components may be negative or larger than 255, but that is OK! (See below.)

  4. Add the original average color intensity back to the scaled, normalized components to create a new pixel. Note that the Pixel class will handle clipping of the resulting components to the range 0-255, as desired.

The default image with contrast multiplier of 2.0.

Tip: There are a few steps where truncation of decimals can cause rounding errors. Any time you compute a floating-point quantity, you should use Math.round() and type casting to properly round it to an int.

Reduced color palette

Next, you’ll 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.

This shows the default image with a palette reduced to 512 colors

Task 7: Blur

Finally, you will write code to make an image appear blurry.

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 a box-shaped neighborhood around a pixel. Be sure to include this pixel in each average. 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) through (2,2), including (1,1).

(0,0)(1,0)(2,0)(3,0)...
(0,1)(1,1)(2,1)(3,1)...
(0,2)(1,2)(2,2)(3,2)...
(0,3)(1,3)(2,3)(3,3)...
  ....    ....    ....    ....  ...

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 of the images, pixels (0,0) through (1,1), and so we need to 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.

This shows the default image blurred with radius 2.

Warning: There are very inefficient ways to implement this algorithm. If your solution takes more than 3 seconds to run when you test it yourself, then it is likely incorrect and will time out 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 and want to share with all of us, post the output image (and the source code if you wish) in a private Ed post.

Flood fill (Kudos Problem II)

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

The flood command 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 step 3.

(Some questions you should ask yourself (but 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.

This shows the default image after applying the operations blur(16), contrast(16), and flood.

Submission

If you are using Codio

Submit hw06-submit.zip containing only:

  • Pixel.java
  • MyPixelTest.java
  • SimpleManipulations.java
  • AdvancedManipulations.java
  • ImageTest.java

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

If you are using IntelliJ

Gradescope allows you to easily drag-and-drop files into it, or you can click “Browse” in Gradescope to open up a file browser on your computer to select files. Upload only the files listed above.

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, grayscale 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)
  9. Style: 5 auto-graded points total

You have five free submissions, after which there will be a five-point penalty for each extra submission.