AI_DL_Assignment / 5. OpenCV Tutorial - Learn Classic Computer Vision & Face Detection (OPTIONAL) /29. Mini Project 2 - Identify Shapes (Square, Rectangle, Circle, Triangle & Stars).srt
| 1 | |
| 00:00:00,570 --> 00:00:01,070 | |
| All right. | |
| 2 | |
| 00:00:01,140 --> 00:00:04,640 | |
| So we've reached a second many projects here ship matching. | |
| 3 | |
| 00:00:04,880 --> 00:00:05,860 | |
| So what we're going to do. | |
| 4 | |
| 00:00:05,880 --> 00:00:11,460 | |
| We're going to take an image that looks like this here with five different images one identify each | |
| 5 | |
| 00:00:11,460 --> 00:00:15,370 | |
| ship put the name of the ship inside of the ship here. | |
| 6 | |
| 00:00:15,660 --> 00:00:17,910 | |
| And as we all change the color of each ship. | |
| 7 | |
| 00:00:17,970 --> 00:00:19,110 | |
| So let's get started. | |
| 8 | |
| 00:00:20,160 --> 00:00:20,510 | |
| OK. | |
| 9 | |
| 00:00:20,540 --> 00:00:27,050 | |
| So let's get started with opening the code for a second mini projec that's lecture four point five bring | |
| 10 | |
| 00:00:27,340 --> 00:00:27,970 | |
| it up here. | |
| 11 | |
| 00:00:28,930 --> 00:00:29,270 | |
| OK. | |
| 12 | |
| 00:00:29,310 --> 00:00:33,180 | |
| So I'll just tell you beforehand even though the code looks a bit lengthy and maybe a bit confusing | |
| 13 | |
| 00:00:33,690 --> 00:00:35,140 | |
| it's actually quite simple. | |
| 14 | |
| 00:00:35,460 --> 00:00:38,990 | |
| So let's run the code for this and get a idea of what's going on here. | |
| 15 | |
| 00:00:39,600 --> 00:00:45,540 | |
| So D.S.O. input image here with our ship's unlabelled and everything black and white. | |
| 16 | |
| 00:00:45,570 --> 00:00:45,980 | |
| There we go. | |
| 17 | |
| 00:00:45,990 --> 00:00:47,160 | |
| Stuffings you one by one. | |
| 18 | |
| 00:00:47,170 --> 00:00:47,910 | |
| Here's a star. | |
| 19 | |
| 00:00:47,920 --> 00:00:51,540 | |
| Here's a circle triangle rectangle and a square. | |
| 20 | |
| 00:00:51,540 --> 00:00:51,980 | |
| Cool. | |
| 21 | |
| 00:00:51,990 --> 00:00:53,720 | |
| So let's see how it's done. | |
| 22 | |
| 00:00:53,920 --> 00:00:56,870 | |
| Seriously what we do we LoDo image in here. | |
| 23 | |
| 00:00:57,180 --> 00:01:03,570 | |
| As you can see when we brought up the image here there was just black and white image here. | |
| 24 | |
| 00:01:03,780 --> 00:01:08,250 | |
| So it is known really the Trishul just have troubling here because it's actually become maybe about | |
| 25 | |
| 00:01:08,250 --> 00:01:09,000 | |
| half that now. | |
| 26 | |
| 00:01:09,270 --> 00:01:13,750 | |
| But the most important thing to do is actually to grayscale the image here. | |
| 27 | |
| 00:01:13,770 --> 00:01:20,940 | |
| So loading the image here into a fine control function we use these parameters here an approximate none | |
| 28 | |
| 00:01:21,360 --> 00:01:26,770 | |
| retrieve list which gives us all our contours and we have we get extractable Cantos here. | |
| 29 | |
| 00:01:28,980 --> 00:01:31,590 | |
| So stepping true to us here. | |
| 30 | |
| 00:01:31,740 --> 00:01:33,610 | |
| Do you remember dysfunction function approximate poly. | |
| 31 | |
| 00:01:33,600 --> 00:01:40,740 | |
| DP Well what we're doing here just in case there any edges or any of the C's that are considered when | |
| 32 | |
| 00:01:40,740 --> 00:01:46,270 | |
| we are finding Contos which happens quite often use approximate contours to get the approximate shape. | |
| 33 | |
| 00:01:46,320 --> 00:01:48,860 | |
| So these are parameters that are fine tuned for it here. | |
| 34 | |
| 00:01:49,080 --> 00:01:53,120 | |
| However feel free to justice as you see fit. | |
| 35 | |
| 00:01:53,280 --> 00:01:56,260 | |
| So we have our approximate value here. | |
| 36 | |
| 00:01:56,310 --> 00:01:58,120 | |
| Proximate Contos here sorry. | |
| 37 | |
| 00:01:58,500 --> 00:02:04,230 | |
| So what we're doing now we're checking the length of each approximate Quanto if it's tree because that's | |
| 38 | |
| 00:02:04,230 --> 00:02:10,770 | |
| all approximate that Quanto a sheep then we obviously know a tree polygon a three sided shape or a story | |
| 39 | |
| 00:02:11,080 --> 00:02:12,210 | |
| shape retrieve. | |
| 40 | |
| 00:02:12,350 --> 00:02:16,180 | |
| The disease is a triangle that took a while to see. | |
| 41 | |
| 00:02:16,410 --> 00:02:22,740 | |
| So then we actually draw no or Cantal tell this is CND here we draw over that image and then using the | |
| 42 | |
| 00:02:22,740 --> 00:02:27,870 | |
| moments just as this is just done so we can actually place our attacks in the image here and you may | |
| 43 | |
| 00:02:27,870 --> 00:02:28,130 | |
| have. | |
| 44 | |
| 00:02:28,160 --> 00:02:31,590 | |
| We've done this before but you may have noticed I put minus 50 here. | |
| 45 | |
| 00:02:31,590 --> 00:02:39,090 | |
| And the reason they put minus 50 an x axis is because since it starts at the bottom right or bottom | |
| 46 | |
| 00:02:39,090 --> 00:02:41,440 | |
| left corner the tech protects here. | |
| 47 | |
| 00:02:41,460 --> 00:02:47,180 | |
| I just want to pull back the text a bit more that we had just with this text and image. | |
| 48 | |
| 00:02:47,210 --> 00:02:50,340 | |
| Oh this and maybe I can do it for that for you if you want. | |
| 49 | |
| 00:02:50,600 --> 00:02:56,400 | |
| But putting the minus 50 here detects was sort of like skewed across the image and it didn't look too | |
| 50 | |
| 00:02:56,400 --> 00:02:57,750 | |
| nice. | |
| 51 | |
| 00:02:57,750 --> 00:03:04,060 | |
| And this is a fun color we are using which is black and thickness and font size. | |
| 52 | |
| 00:03:04,440 --> 00:03:05,100 | |
| So there we go. | |
| 53 | |
| 00:03:05,100 --> 00:03:07,720 | |
| So that's homemade and defy if it's a triangle here. | |
| 54 | |
| 00:03:08,030 --> 00:03:09,690 | |
| So pretty simple so far. | |
| 55 | |
| 00:03:09,960 --> 00:03:12,070 | |
| Hopefully you follow me well. | |
| 56 | |
| 00:03:12,150 --> 00:03:14,510 | |
| So what about if it's for say that shape. | |
| 57 | |
| 00:03:14,720 --> 00:03:21,530 | |
| Here's what gets a bit more complicated because we have foresighted ship it can either be a square or | |
| 58 | |
| 00:03:21,540 --> 00:03:22,460 | |
| rectangle. | |
| 59 | |
| 00:03:22,830 --> 00:03:27,840 | |
| So again doing the Mormons and getting the bounding story getting to woman's Foose just to get labels | |
| 60 | |
| 00:03:28,170 --> 00:03:28,870 | |
| done right. | |
| 61 | |
| 00:03:30,230 --> 00:03:37,040 | |
| We find actually the bounding rectangle here not a bonga rectangle was done so that we can determine | |
| 62 | |
| 00:03:37,190 --> 00:03:43,220 | |
| if div foresighted shape we have found here is a square or a rectangle. | |
| 63 | |
| 00:03:43,220 --> 00:03:44,710 | |
| So how do we do that. | |
| 64 | |
| 00:03:44,720 --> 00:03:51,280 | |
| So what do we do we basically just compare the Derwood minus to height. | |
| 65 | |
| 00:03:51,290 --> 00:03:52,530 | |
| As you remember. | |
| 66 | |
| 00:03:52,670 --> 00:03:56,600 | |
| When you use Boulding rectangle width and height are basically pixels. | |
| 67 | |
| 00:03:56,600 --> 00:03:58,780 | |
| It extends from the x y point. | |
| 68 | |
| 00:03:58,940 --> 00:04:03,470 | |
| So I imagine in most cases being x y point top left there isn't destruction. | |
| 69 | |
| 00:04:03,470 --> 00:04:05,950 | |
| Height isn't destruction if it's a square. | |
| 70 | |
| 00:04:06,000 --> 00:04:08,360 | |
| Those those values should be roughly similar. | |
| 71 | |
| 00:04:08,630 --> 00:04:14,060 | |
| So I have here is the absolute value of W minus H is less than or equal to tree. | |
| 72 | |
| 00:04:14,420 --> 00:04:16,350 | |
| Then it can be classified as a square. | |
| 73 | |
| 00:04:16,700 --> 00:04:18,370 | |
| And we do it we draw it again. | |
| 74 | |
| 00:04:18,410 --> 00:04:22,690 | |
| This is DiCarlo we're actually filling in the minus ones to fill the image. | |
| 75 | |
| 00:04:22,780 --> 00:04:25,740 | |
| The control this is a color we're using here. | |
| 76 | |
| 00:04:26,030 --> 00:04:28,210 | |
| And we're putting the text in the center again. | |
| 77 | |
| 00:04:28,460 --> 00:04:30,090 | |
| So now we want to star. | |
| 78 | |
| 00:04:30,470 --> 00:04:36,350 | |
| No when you actually run it to run start to it you realized is four is actually five witnesses in a | |
| 79 | |
| 00:04:36,420 --> 00:04:40,960 | |
| stall and that's pretty much how we then define a style similar to the triangle. | |
| 80 | |
| 00:04:41,120 --> 00:04:45,610 | |
| And again circle cycle basically we just said anything could be more. | |
| 81 | |
| 00:04:45,630 --> 00:04:48,500 | |
| Anything that's more than 15 VDC is will be a signal. | |
| 82 | |
| 00:04:48,500 --> 00:04:53,420 | |
| Now this could have been started that 11:12 I just have it set it for 15 minute because it gives We | |
| 83 | |
| 00:04:53,420 --> 00:04:59,630 | |
| actually got more points on a star maybe maybe because I was tuning this beforehand. | |
| 84 | |
| 00:05:00,800 --> 00:05:05,120 | |
| Maybe it just sort of been set 11 that doesn't matter right now because it's still identifying this | |
| 85 | |
| 00:05:05,210 --> 00:05:12,500 | |
| signal because as you can imagine even with some unless we do some very non granular approximation a | |
| 86 | |
| 00:05:12,530 --> 00:05:15,580 | |
| circle is going to have a lot more points and 15. | |
| 87 | |
| 00:05:15,650 --> 00:05:16,340 | |
| So there we go. | |
| 88 | |
| 00:05:16,430 --> 00:05:17,970 | |
| So let's run this one more time. | |
| 89 | |
| 00:05:20,360 --> 00:05:23,740 | |
| And we have labeled all the images correctly here. | |
| 90 | |
| 00:05:23,810 --> 00:05:29,480 | |
| So congratulations you've completed your second many projec hopefully learned a lot by using this project. | |