fisheye | Easily create a fisheye effect

 by   sderosiaux JavaScript Version: Current License: MIT

kandi X-RAY | fisheye Summary

kandi X-RAY | fisheye Summary

fisheye is a JavaScript library. fisheye has no bugs, it has a Permissive License and it has low support. However fisheye has 18 vulnerabilities. You can download it from GitHub.

Easily create a fisheye effect anywhere you need it.
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            kandi-support Support

              fisheye has a low active ecosystem.
              It has 8 star(s) with 0 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of fisheye is current.

            kandi-Quality Quality

              fisheye has no bugs reported.

            kandi-Security Security

              fisheye has 18 vulnerability issues reported (1 critical, 5 high, 12 medium, 0 low).

            kandi-License License

              fisheye is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              fisheye releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            fisheye Key Features

            No Key Features are available at this moment for fisheye.

            fisheye Examples and Code Snippets

            No Code Snippets are available at this moment for fisheye.

            Community Discussions

            QUESTION

            How to Remap a YUY2 image?
            Asked 2021-May-16 at 10:31

            I have a distorted image in YUY2 data form, YUY2 comes under the family of YUV 4:2:2 (not 4:2:0).

            And I have mapx and mapy (height-720, width-1280), which I obtained from

            ...

            ANSWER

            Answered 2021-Apr-30 at 10:53

            You may convert from YUV 4:2:2 to YUV 4:4:4, undistorted the 4:4:4, and convert back to 4:2:2.

            Illustration of the conversion stages:
            YUV422 -> YUV444 -> remap(YUV444) -> YUV422

            I could not find an OpenCV function for converting from YUV 4:2:2 to YUV 4:4:4.

            Implementing the conversion by simple for loops is quite straight forward:

            Source https://stackoverflow.com/questions/67324034

            QUESTION

            Monogame + HLSL Fisheye Vertex Shader
            Asked 2021-May-11 at 19:05

            I'm working on a project for school where I need to implement a fisheye shader, and I'm struggling with the process for determining the depth values of the vertices. I know that for a point in space P1 = (x, y, z, w) that P * my projection matrix should result in a new point P2 = (a, b, c, d) where for any point between the near and far clipping planes P2.c/P2.d results in a number between 0 and 1.

            My hlsl vertex shader contains this code where input.Position is the raw Vertex Position

            ...

            ANSWER

            Answered 2021-May-08 at 06:39

            If this is only a problem with the triangles far away it could be that you are hitting your depth buffer precision limit? If you already didn't do so, you should set your close/far-plane correctly so that you don't waste floating point precision for a part of the scene you are not rendering anything in. Also is the 3rd element of your hypotenuse calculation correct? Seems like the third squared element should be input[2]*input[2].

            Source https://stackoverflow.com/questions/67443809

            QUESTION

            What is the difference between cv2.calibrateCamera and cv2.fisheye.calibrate?
            Asked 2021-Mar-29 at 14:57

            What is the difference between these two functions provided in OpenCV?

            Why is there cv2.fisheye.calibrate() function we need?

            I tried using cv2.calibrateCamera() for barrel distorted images and I think it is giving me good results, so why would I want to use fisheye.calibrate()?

            ...

            ANSWER

            Answered 2021-Mar-29 at 14:57

            Distortion in fisheye lenses is really high. At least in older versions cv2.calibrateCamera() did not fit polynomials with sufficiently high order, so results were poor or the calibration failed altogether. So cv2.fisheye.calibrate() implemented a camera model with higher order polynomials.

            Source https://stackoverflow.com/questions/66855107

            QUESTION

            How do I fix the warped perspective in my raycaster?
            Asked 2021-Mar-17 at 16:14

            I am writing a raycaster using SDL's C API. I have spent weeks trying to fix the notorious fisheye effect to no avail. According to this source, I can multiply my calculated distance by the cosine of half of the FOV to fix it. That has not worked for me. I still have the cosine correction in my code nonetheless.

            Here are two images demonstrating the distortion:

            I think a core problem of my code may be that my angle increment is constant, while the increment should be smaller as I'm closer to the screen borders. Unfortunately, I don't know how to start implementing this.

            If possible, could anyone please take a look at my code and give me a tip on how to remove the fisheye? To move in any direction, use the arrow keys. Use the 'a' and 's' keys to turn left and right respectively.

            This is how I'm compiling: clang `pkg-config --cflags --libs sdl2` raycaster.c

            ...

            ANSWER

            Answered 2021-Mar-11 at 22:09

            Okay I found a guide which talks about this exact issue.

            Before drawing the wall, there is one problem that must be taken care of. This problem is known as the "fishbowl effect." Fishbowl effect happens because ray-casting implementation mixes polar coordinate and Cartesian coordinate together. Therefore, using the above formula on wall slices that are not directly in front of the viewer will gives a longer distance. This is not what we want because it will cause a viewing distortion such as illustrated below.

            Thus to remove the viewing distortion, the resulting distance obtained from equations in Figure 17 must be multiplied by cos(BETA); where BETA is the angle of the ray that is being cast relative to the viewing angle. On the figure above, the viewing angle (ALPHA) is 90 degrees because the player is facing straight upward. Because we have 60 degrees field of view, BETA is 30 degrees for the leftmost ray and it is -30 degrees for the rightmost ray.

            Source https://stackoverflow.com/questions/66591163

            QUESTION

            How do I fix warped walls in my raycaster?
            Asked 2021-Mar-16 at 22:43

            I am writing a raycaster using the SDL library with C. I have been dealing with the fisheye effect for many weeks now. For a field of view like 60 degrees, I multiply the distance to the wall by the cosine of the relative angle (ranging from -30 to 30), but still, I get the same fisheye. Here's what that looks like:

            I don't know what to do at this point, given that so many sources have recommended cosine correction and it just does not fix the distortion in my case.

            • I am compiling like this: clang `pkg-config --cflags --libs sdl2` raycaster.c
            • To go forward and back, press the up and down keys. Press left and right to strafe. You can use the a and s keys to turn left and right respectively.

            My code is below if you want to take a look. If you manage to figure out why I am getting a warped perspective in my engine, please let me know.

            ...

            ANSWER

            Answered 2021-Mar-16 at 03:52

            There are two major problem in this code. The distance to the wall must be calculated for the intersection point of your ray to the wall instead of just relying that your endpoint lies inside the wall square.

            Having a camera at C, the distortion is solved by casting rays from C through a sufficient number of points between A and B, just dividing this plane (your screen) to equally wide columns (pixels).

            I'm fairly pessimistic about the cosine correction, since what I can tell, one should more likely adjust the drawn column width or position with it, than the column height.

            Source https://stackoverflow.com/questions/66644579

            QUESTION

            Upload images from Raspberry pi to Dropbox using python 3
            Asked 2020-Oct-26 at 14:36

            This project is taking pictures for the sky and then it's going to mask the clouds, so there will be two pictures, one is the original and the other is the masked one.

            I just want to upload every picture taken by the camera pi to Dropbox.

            Here is the main code:

            ...

            ANSWER

            Answered 2020-Oct-26 at 14:36

            When using the files_upload method in the Dropbox Python SDK, you specify where you want to upload via the value you supply to the path parameter.

            A path/conflict/file error when uploading to Dropbox indicates that the upload failed because "There’s a file in the way".

            Looking at your code, this seems expected in this case since you're always specifying the value '/image.jpg', so after the first successful call, there will already be a file there.

            You should instead change your code to use a different path for each different file.

            Source https://stackoverflow.com/questions/64529331

            QUESTION

            fast interpolate image on meshgrid
            Asked 2020-Oct-21 at 10:04

            I am looking for a fast way to interpolate a 3 channel image on a grid of x-y points. I have a functioning code using map_coordinates. As you can see, i am doing 3 times the same thing, I would like a faster way that can do at least the 3 channels at the same time.

            ...

            ANSWER

            Answered 2020-Oct-21 at 10:04

            I think the following should work. (I've changed x/y to row/col to avoid confusion over swapping of axis order...)

            Source https://stackoverflow.com/questions/64427375

            QUESTION

            Cytoscape layout preset with collapseAll and changing layout on expand nodes group
            Asked 2020-Sep-10 at 08:45

            I am using cytoscape js with react cytoscape and cytoscape undoRedo and cytoscape expand collapse. On first render I want to have layout by preset(I have all node's positions). It works well but when i perform api.collapseAll() it looks like nodes does not have these positions. Even though groupped nodes have the same position as parent. On expand I want to use cose bilkent layout. Is there a way to do it?

            ...

            ANSWER

            Answered 2020-Sep-10 at 08:45

            Yes it is possible. I made it via setting layoutBy within collapseAll method;)

            Source https://stackoverflow.com/questions/63669552

            QUESTION

            OpenCV Remap with maps of shape map1 (h,w,2) and shape map2 (h,w)
            Asked 2020-Aug-29 at 21:37

            What does cv2.remap(img, map1, map2, interpolation=cv2.INTER_LINEAR) do when the map1 has a shape (h,w,2) and map2 a shape (h,w). These maps come as an output to the cv2.fisheye.initUndistortRectifyMap but the documentation is not very clear. If I change the map2 variable for a numpy.array([],dtype=np.int16) it will still give me a output that looks close to the one without omitting map2 but there are differences.

            Does cv2.remap change the data type of img during this process?

            ...

            ANSWER

            Answered 2020-Aug-29 at 21:37

            Yes, the documentation is unfortunately not quite clear on this. However, if you take a look at cv2.remap and cv2.computeMaps this tells you what they actually mean.

            In summary, the output of cv2.fisheye.initUndistortRectifyMap provides two maps where the first map is a two channel matrix where the first channel are the x coordinates and the second channel are the y coordinates for the remapping. Now what is different is that this is a result of fixed-point precision instead of a typical floating-point precision matrix. Fixed-point is primarily used for computational speedups in calculating the remapped image. The second map is a table of interpolation coefficients so that when you use this in concert with the first map, it provides nearly identical results compared to using the normal floating-point precision matrices but with great computational savings.

            By omitting the second map, you are still getting decent results, but the second map being empty produces a loss of precision as you are not providing the interpolation table to produce what would have been created if you used a floating-point precision map. This is why you are viewing an image with somewhat lower quality.

            Source https://stackoverflow.com/questions/63601923

            QUESTION

            Adding fisheye effect to CG shader for Unity Sprite
            Asked 2020-Aug-29 at 10:30

            I've got a CG shader which scrolls a sprite in a SpriteRenderer in Unity, like so:

            https://imgur.com/a/yxV4BRq

            The problem is that there's no "bending" on the edges of the sprite, so it doesn't look like the bowling ball is rolling. I'd like to add a fisheye effect. I see there is a simple fisheye effect shader here:

            http://www.michaelbibby.co.uk/2017/10/05/simple-fish-eye-post-process-shader/

            which I am trying to add to my scrolling effect by taking the frag shader function and putting it in my shader. But when I do, it tells me that the v2f called i in the frag shader doesn't have a .uv property. I don't understand this problem, because there doesn't seem to be a definition for a struct of type v2f in my shader, though there is in the fisheye effect one.

            Here's my starting point, which is the scrolling shader being used in the video. Can anyone advise me on how to add the fisheye effect?

            ...

            ANSWER

            Answered 2020-Aug-29 at 10:30

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            Affected versions of Atlassian Fisheye and Crucible allow remote attackers to view a product's SEN via an Information Disclosure vulnerability in the x-asen response header from Atlassian Analytics. The affected versions are before version 4.8.4.
            Affected versions of Atlassian Fisheye & Crucible allow remote attackers to browse local files via an Insecure Direct Object References (IDOR) vulnerability in the WEB-INF directory. The affected versions are before version 4.8.5.
            Affected versions of Atlassian Fisheye/Crucible allow remote attackers to impact the application's availability via a Denial of Service (DoS) vulnerability in the MessageBundleResource within Atlassian Gadgets. The affected versions are before version 4.8.4.
            Affected versions of Atlassian Fisheye/Crucible allow remote attackers to achieve Regex Denial of Service via user-supplied regex in EyeQL. The affected versions are before version 4.8.4.
            The mostActiveCommitters.do resource in Atlassian Fisheye and Crucible, before version 4.4.1 allows anonymous remote attackers to access sensitive information, for example email addresses of committers, as it lacked permission checks.
            The MultiPathResource class in Atlassian Fisheye and Crucible, before version 4.4.1 allows anonymous remote attackers to read arbitrary files via a path traversal vulnerability when Fisheye or Crucible is running on the Microsoft Windows operating system.
            The repository changelog resource in Atlassian Fisheye before version 4.4.1 allows remote attackers to inject arbitrary HTML or JavaScript via a cross site scripting (XSS) vulnerability through the start date and end date parameters.
            Various resources in Atlassian Fisheye and Crucible before version 4.4.1 allow remote attackers to inject arbitrary HTML or JavaScript via a cross site scripting (XSS) vulnerability through the name of a repository or review file.
            The source browse resource in Atlassian Fisheye and Crucible before version 4.5.1 and 4.6.0 allows allows remote attackers that have write access to an indexed repository to inject arbitrary HTML or JavaScript via a cross site scripting (XSS) vulnerability in via a specially crafted repository branch name when trying to display deleted files of the branch.
            Various resources in Atlassian Fisheye and Crucible before version 4.4.2 allow remote attackers to inject arbitrary HTML or JavaScript via a cross site scripting (XSS) vulnerability in the dialog parameter.
            The administration user deletion resource in Atlassian Fisheye and Crucible before version 4.4.2 allows remote attackers to inject arbitrary HTML or JavaScript via a cross site scripting (XSS) vulnerability in the uname parameter.
            The /json/profile/removeStarAjax.do resource in Atlassian Fisheye and Crucible before version 4.8.0 allows remote attackers to remove another user's favourite setting for a project via an improper authorization vulnerability.
            Affected versions of Atlassian Fisheye allow remote attackers to view the HTTP password of a repository via an Information Disclosure vulnerability in the logging feature. The affected versions are before version 4.8.3.
            CVE-2012-2926 CRITICAL
            Atlassian JIRA before 5.0.1; Confluence before 3.5.16, 4.0 before 4.0.7, and 4.1 before 4.1.10; FishEye and Crucible before 2.5.8, 2.6 before 2.6.8, and 2.7 before 2.7.12; Bamboo before 3.3.4 and 3.4.x before 3.4.5; and Crowd before 2.0.9, 2.1 before 2.1.2, 2.2 before 2.2.9, 2.3 before 2.3.7, and 2.4 before 2.4.1 do not properly restrict the capabilities of third-party XML parsers, which allows remote attackers to read arbitrary files or cause a denial of service (resource consumption) via unspecified vectors.
            The review coverage resource in Atlassian Fisheye and Crucible before version 4.8.2 allows remote attackers to inject arbitrary HTML or Javascript via a cross site scripting (XSS) vulnerability through the committerFilter parameter.
            The setup resources in Atlassian Fisheye and Crucible before version 4.8.1 allows remote attackers to complete the setup process via a cross-site request forgery (CSRF) vulnerability.
            The /rest/jira-ril/1.0/jira-rest/applinks resource in the crucible-jira-ril plugin in Atlassian Fisheye and Crucible before version 4.8.1 allows remote attackers to get information about any configured Jira application links via an information disclosure vulnerability.
            The /plugins/servlet/jira-blockers/ resource in the crucible-jira-ril plugin in Atlassian Fisheye and Crucible before version 4.8.1 allows remote attackers to get the ID of configured Jira application links via an information disclosure vulnerability.

            Install fisheye

            You can download it from GitHub.

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