Skip to main content

OpenCV : Create Mat Object

What is Mat Class 
The basic Image Container, an n-dimensional dense numerical single-channel or multi-channel array.


1. Costructor
 You can create Mat object by different ways.


Mat mat(3, 3, CV_32F);
Mat mat2(10, 2, CV_64FC2); // 2x10 64 bit float 2 channelMat img(Size(5, 3), CV_32FC3); // 5x3 32bit float 3 channelMat mat3(2, 3, CV_8U, Scalar(255)); // 3x2 8bit unsign_int, all elements set 255 

Warining
When you create mat object by using Size or Point class, yout have to reverse rows and columns.


2. Set Elements
When you create Mat object without data, the elements is set to '0' by defaults. If you want to change elements, you can use setTo, Mat::ones, Mat::zeros, Mat::eye method.


Mat mat(3, 3, CV_32F);
mat.setTo(10); // all elements set to 10
Mat mat7 = Mat::ones(3, 5, CV_32F); // all elements set to '1'Mat mat8 = Mat::zeros(2, 3, CV_32F); // all elements set to '0'Mat mat9 = Mat::eye(3, 3, CV_32F); // make Unit matrix

Or can use arrays

float data[] = {
        1.1f, 2.2f, 3.3f,
        4.4f, 5.5f, 6.6f};
Mat mat4(2, 3, CV_32F, data); // declare and set elements by using arrays

if you want to change specific elements, change specific elements in arrays.

Mat mat4(2, 3, CV_32F, data); 
data[0] = 2.7f;
cout << mat4 << endl; // (0,0) is changed 1.1f -> 2.7f



3. Mat_ Class
Mat_ class inherited the Mat Class.

Mat_ <int> mat10(2, 4);
Mat_ <int> mat11(3, 3, 10);
mat10 << 1,2,3,4,5,6,7,8; // set elements in mat10 object


4. Matx Class (Simple Mat)
Matx class is useful to create simple mat object.

Matx<int, 3,3> m1(1,2,3,4,5,6,7,8,9);
Matx<int, 3,2> m2(1,2,3); // not setting default elements set to '0'

Comments

Popular posts from this blog

OpenGL SL - Show Video and Image

The simple image is made like this. void  mainImage(  out   vec4  fragColor,  in   vec2  fragCoord ){      // Normalized pixel coordinates (from 0 to 1)      vec2  uv = fragCoord/iResolution.xy;           //uv.x = uv.x - 0.3;      fragColor =  texture (iChannel0, uv); } I think GPU processing has two major steps. Normalizing and Pointing. 1. Normalizing Each pixel has screen coordinate and we need to normalizing from 0.0 to 1.0, because there are many displays with various resolutions around us. We can not manage it at each resolution. It is very troublesome. So we should normalize it :   vec2   uv = fragCoord/iResolution.xy; 2. Pointing I told you each pixel has a screen coordinate. At each coordinate we need to link with sampler's coordinate. Sampler has also coordinate 0.0 to 1.0. As a result, we see the samplers p...

OpenGL SL - Translate, roate, and scale

Translate, rotate and scale are most basic element of image effect. If you didn't understand how make effect at each pixel, please read again before post "Show Video and Image" . 1. Translate Translation means each pixel move parallel on the x, y-axis. In other words, if you want to translate 0.25 on the x-axis, a pixel should point to a distance of -0.25 from the original. Translate ex) void mainImage( out vec4 fragColor, in vec2 fragCoord ){     vec2 uv = fragCoord/iResolution.xy;     if (uv.x < 0.5 ){         // translate to x ( -0.25 )         uv.x += 0.25 ;     } else {         // translate to x ( +0.25 )         uv.x -= 0.25 ;     }     fragColor = texture (iChannel0, uv); } result) 2. Scale Scale also has a  similar concept to parallel translation. If you want to zoom in twice, each pixel s...

How to make gaussian blur in SparkAR

 Gaussian blur is result of blurring an image by Gaussian function. We need to use large kernel to make strong blur and this cause the high complexity. And that's why we should use multi-pass which is seperated into horizontal, vertical pass . It can reduce the complexity and make faster. In Spark AR there are many ways to make it. And I wanna introduce one of them using shader files (.sca). You can download it for free from the gumload link below. It is modulated to adjust horizontal, vertical strength easily . Hope this can help you. Loading...