flash/actionscript 3.0 how to logically partition an image - actionscript-3

I'm new to flash and I'm trying to create a board game with actionscript 3.0
I have already created the background (checker squares) for the board and now I have to partition the background by each box. What are the ways I can achieve that? I want to logically put numbers for each square as seen in the picture.
I realized its possible to do it using lasso tool and convert each to symbols. But is there any "lazy" way of doing that? There are lots of cuts I'd have to make in order to do that.

We can use some simple calculations to map some (x, y) value to a number. Lets say:
widht = width of the image
height = height of the image
gridCount = 8
gridWidth = width / gridCount
gridHeight = height / gridCount
Now first we would like to map user click point (x, y) to some integer index i, j to the logical 8 x 8 matrix where top left is index 0, 0.
i = x / gridWidth
j = y / gridHeight
For example, if gridWidth = 60, gridHeight = 50 and user clicks on (10, 15) then i = 0, j = 0.
Now we have to map this i, j to the specified numbers. As bottom line contains 11, 21, 31, ... and every column is increasing, the final number will be:
num = (11 + i * 10) + (gridCount - j - 1)
Converting these equations to AS3 code is straight forward, so I'm not adding them.

Related

Second derivative using fft

All, I am trying to take the laplacian of the following function:
g(x,y) = 1/2cx^2+1/2dy2
The laplacian is c + d, which is a constant. Using FFT I should get the same ( in my FFT example I am padding the function to avoid edge effects).
Here is my code:
Define a 2D function
n = 30 # number of points
Lx = 30 # extension in x
Ly = 30 # extension in x
dx = n/Lx # Step in x
dy = n/Ly # Step in x
c=4
d=4
x=np.arange(-Lx/2,Lx/2)
y=np.arange(-Ly/2,Ly/2)
g = np.zeros((Lx,Ly))
lapg = np.zeros((Lx,Ly))
for j in range(Ly):
for i in range(Lx):
g[i,j] = (1/2)*c*x[i]**2 + (1/2)*d*y[j]**2
lapg[i,j] = c + d
kxpad = 2*np.pi*np.fft.fftfreq(2*Lx,d=dx)
#kxpad = (2*np.pi/(2*Lx))*np.arange(-2*Lx/2,2*Lx/2)
#kxpad = np.fft.fftshift(kxpad)
#kypad = (2*np.pi/(2*Ly))*np.arange(-2*Ly/2,2*Ly/2)
#kypad = np.fft.fftshift(kypad)
kypad = 2*np.pi*np.fft.fftfreq(2*Ly,d=dy)
kpad = np.zeros((2*Lx,2*Ly))
for j in range(2*Ly):
for i in range(2*Lx):
kpad[i,j] = math.sqrt(kxpad[i]**2+kypad[j]**2)
kpad = np.fft.fftshift(kpad)
gpad = np.zeros((2*Lx,2*Ly))
gpad[:Lx,:Ly] = g # Filling main part of g in gpad
gpad[:Lx,Ly:] = g[:,-1::-1] # Filling the last 3 columns of gpad with g flipped
gpad[Lx:,:Ly] = g[-1::-1,:]# Filling the last 3 lines of gpad with g flipped
gpad[Lx:,Ly:] = g[-1::-1, -1::-1]# Filling the last 3 lines and last 3 columns of gpad with g flipped in line and column
rdFFT2D = np.zeros((Lx,Ly))
gpadhat = np.fft.fft2(gpad)
dgpadhat = -(kpad**2)*gpadhat #taking the derivative iwFFT(f)
rdpadFFT2D = np.real(np.fft.ifft2(dgpadhat))
rdFFT2D = rdpadFFT2D[:Lx,:Ly]
[
First image is the plot of the original function g(x,y), 2nd image is the analytical laplacian of g and 3rd image is the sugar loaf in Rio de Janeiro( lol ), actually it is the laplacian using FFT. What Am I doing wrong here?
Edit : Commenting on ripple effect.
Cris you mean the ripple effect due to the set_zlimit in the image below?Just to remember you that the result should be 8.
Edit 2 : Using non-symmetrical x and y values, produce the two images.
The padding will not change the boundary condition: You are padding by replicating the function, mirrored, four times. The function is symmetric, so the mirroring doesn't change it. Thus, your padding simply repeats the function four times. The convolution through the DFT (which you're attempting to implement) uses a periodic boundary condition, and thus already sees the input function as periodic. Replicating the function will not improve the convolution results at the edges.
To improve the result at the edges, you would need to implement a different boundary condition, the most effective one (since the input is analytical anyway) is to simply extend your domain and then crop it after applying the convolution. This introduces a boundary extension where the image is padded by seeing more data outside the original domain. It is an ideal boundary extension suitable for an ideal case where we don't have to deal with real-world data.
This implements the Laplace though the DFT with greatly simplified code, where we ignore any boundary extension, as well as the sample spacing (basically setting dx=1 and dy=1):
import numpy as np
import matplotlib.pyplot as pp
n = 30 # number of points
c = 4
d = 4
x = np.arange(-n//2,n//2)
y = np.arange(-n//2,n//2)
g = (1/2)*c*x[None,:]**2 + (1/2)*d*y[:,None]**2
kx = 2 * np.pi * np.fft.fftfreq(n)
ky = 2 * np.pi * np.fft.fftfreq(n)
lapg = np.real(np.fft.ifft2(np.fft.fft2(g) * (-kx[None, :]**2 - ky[:, None]**2)))
fig = pp.figure()
ax = fig.add_subplot(121, projection='3d')
ax.plot_surface(x[None,:], y[:,None], g)
ax = fig.add_subplot(122, projection='3d')
ax.plot_surface(x[None,:], y[:,None], lapg)
pp.show()
Edit: Boundary extension would work as follows:
import numpy as np
import matplotlib.pyplot as pp
n_true = 30 # number of pixels we want to compute
n_boundary = 15 # number of pixels to extend the image in all directions
c = 4
d = 4
# First compute g and lapg including boundary extenstion
n = n_true + n_boundary * 2
x = np.arange(-n//2,n//2)
y = np.arange(-n//2,n//2)
g = (1/2)*c*x[None,:]**2 + (1/2)*d*y[:,None]**2
kx = 2 * np.pi * np.fft.fftfreq(n)
ky = 2 * np.pi * np.fft.fftfreq(n)
lapg = np.real(np.fft.ifft2(np.fft.fft2(g) * (-kx[None, :]**2 - ky[:, None]**2)))
# Now crop the two images to our desired size
x = x[n_boundary:-n_boundary]
y = y[n_boundary:-n_boundary]
g = g[n_boundary:-n_boundary, n_boundary:-n_boundary]
lapg = lapg[n_boundary:-n_boundary, n_boundary:-n_boundary]
# Display
fig = pp.figure()
ax = fig.add_subplot(121, projection='3d')
ax.plot_surface(x[None,:], y[:,None], g)
ax.set_zlim(0, 800)
ax = fig.add_subplot(122, projection='3d')
ax.plot_surface(x[None,:], y[:,None], lapg)
ax.set_zlim(0, 800)
pp.show()
Note that I'm scaling the z-axes of the two plots in the same way to not enhance the effects of the boundary too much. Fourier-domain filtering like this is typically much more sensitive to edge effects than spatial-domain (or temporal-domain) filtering because the filter has an infinitely-long impulse response. If you leave out the set_zlim command, you'll see a ripple effect in the otherwise flat lapg image. The ripples are very small, but no matter how small, they'll look huge on a completely flat function because they'll stretch from the bottom to the top of the plot. The equal set_zlim in the two plots just puts this noise in proportion.

How can I calculate the primary index of a tilemap chunk?

I have a 2D tilemap that is generated in chunks consisting of 2x2 cells each. I can reference the chunk itself and get the index of each particular cell within the chunk. However, I'd like to also store the index of the first tile within that chunk, which is not automatically generated.
For example, clicking on the highlighted chunk would always produce "0", clicking on the next one would produce "2", and clicking on the one under it would always produce "20". Red numbers indicate the tile/cell's index. The yellow outline demonstrates an actual chunk.
Within the confines of the chunk, what is the best way to get 0, 2, 4, 6, 8, 20, and so on?
The code that generates this is in Actionscript 3, and is a basic dual for loop.
EDIT:
I thought about it for a moment and decided to add in my index search code. I'm not entirely sure if this will help, especially since it is for finding individual cell index and not a particular index location in chunks.
public function mousePosistion():Number
{
var mouseColX: Number = 0;
var mouseColY: Number = 0;
mouseColY = Math.ceil(this.mouseY / 64);
mouseColX = Math.ceil(this.mouseX / 64);
var mouseIndex:Number = mouseColX + (20 * mouseColY);
return mouseIndex;
}
Note: It's formatted for the actual map which is at 20 width, not 10 as in the example.
Off the top of my head, just by looking at the image you have you could go:
[in pseudocode]
if tileIndex tens digit is odd, minus 10
if tileIndex ones digit is odd, minus 1
I figured it out after a little time. Using the dual For loop, the index calculation came out to this: baseIndex = (X * 2) + (Y * 20); Matches each index on the basic tiles perfectly. 2 is the size of the super, 20 is the width of the map doubled. To expand this into a variable based solution:
baseIndex = (X * chunkSize) + (Y * (mapSize * 2));

HTML5 Canvas image contrast

I've been writing an image processing program which applies effects through HTML5 canvas pixel processing. I've achieved Thresholding, Vintaging, and ColorGradient pixel manipulations but unbelievably I cannot change the contrast of the image!
I've tried multiple solutions but I always get too much brightness in the picture and less of a contrast effect and I'm not planning to use any Javascript libraries since I'm trying to achieve these effects natively.
The basic pixel manipulation code:
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
//Note: data[i], data[i+1], data[i+2] represent RGB respectively
data[i] = data[i];
data[i+1] = data[i+1];
data[i+2] = data[i+2];
}
Pixel manipulation example
Values are in RGB mode which means data[i] is the Red color. So if data[i] = data[i] * 2; the brightness will be increased to twice for the Red channel of that pixel. Example:
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
//Note: data[i], data[i+1], data[i+2] represent RGB respectively
//Increases brightness of RGB channel by 2
data[i] = data[i]*2;
data[i+1] = data[i+1]*2;
data[i+2] = data[i+2]*2;
}
*Note: I'm not asking you guys to complete the code! That would just be a favor! I'm asking for an algorithm (even Pseudo code) that shows how Contrast in pixel manipulation is possible!
I would be glad if someone can provide a good algorithm for Image Contrast in HTML5 canvas.
A faster option (based on Escher's approach) is:
function contrastImage(imgData, contrast){ //input range [-100..100]
var d = imgData.data;
contrast = (contrast/100) + 1; //convert to decimal & shift range: [0..2]
var intercept = 128 * (1 - contrast);
for(var i=0;i<d.length;i+=4){ //r,g,b,a
d[i] = d[i]*contrast + intercept;
d[i+1] = d[i+1]*contrast + intercept;
d[i+2] = d[i+2]*contrast + intercept;
}
return imgData;
}
Derivation similar to the below; this version is mathematically the same, but runs much faster.
Original answer
Here is a simplified version with explanation of an approach already discussed (which was based on this article):
function contrastImage(imageData, contrast) { // contrast as an integer percent
var data = imageData.data; // original array modified, but canvas not updated
contrast *= 2.55; // or *= 255 / 100; scale integer percent to full range
var factor = (255 + contrast) / (255.01 - contrast); //add .1 to avoid /0 error
for(var i=0;i<data.length;i+=4) //pixel values in 4-byte blocks (r,g,b,a)
{
data[i] = factor * (data[i] - 128) + 128; //r value
data[i+1] = factor * (data[i+1] - 128) + 128; //g value
data[i+2] = factor * (data[i+2] - 128) + 128; //b value
}
return imageData; //optional (e.g. for filter function chaining)
}
Notes
I have chosen to use a contrast range of +/- 100 instead of the original +/- 255. A percentage value seems more intuitive for users, or programmers who don't understand the underlying concepts. Also, my usage is always tied to UI controls; a range from -100% to +100% allows me to label and bind the control value directly instead of adjusting or explaining it.
This algorithm doesn't include range checking, even though the calculated values can far exceed the allowable range - this is because the array underlying the ImageData object is a Uint8ClampedArray. As MSDN explains, with a Uint8ClampedArray the range checking is handled for you:
"if you specified a value that is out of the range of [0,255], 0 or 255 will be set instead."
Usage
Note that while the underlying formula is fairly symmetric (allows round-tripping), data is lost at high levels of filtering because pixels only allow integer values. For example, by the time you de-saturate an image to extreme levels (>95% or so), all the pixels are basically a uniform medium gray (within a few digits of the average possible value of 128). Turning the contrast back up again results in a flattened color range.
Also, order of operations is important when applying multiple contrast adjustments - saturated values "blow out" (exceed the clamped max value of 255) quickly, meaning highly saturating and then de-saturating will result in a darker image overall. De-saturating and then saturating however doesn't have as much data loss, because the highlight and shadow values get muted, instead of clipped (see explanation below).
Generally speaking, when applying multiple filters it's better to start each operation with the original data and re-apply each adjustment in turn, rather than trying to reverse a previous change - at least for image quality. Performance speed or other demands may dictate differently for each situation.
Code Example:
function contrastImage(imageData, contrast) { // contrast input as percent; range [-1..1]
var data = imageData.data; // Note: original dataset modified directly!
contrast *= 255;
var factor = (contrast + 255) / (255.01 - contrast); //add .1 to avoid /0 error.
for(var i=0;i<data.length;i+=4)
{
data[i] = factor * (data[i] - 128) + 128;
data[i+1] = factor * (data[i+1] - 128) + 128;
data[i+2] = factor * (data[i+2] - 128) + 128;
}
return imageData; //optional (e.g. for filter function chaining)
}
$(document).ready(function(){
var ctxOrigMinus100 = document.getElementById('canvOrigMinus100').getContext("2d");
var ctxOrigMinus50 = document.getElementById('canvOrigMinus50').getContext("2d");
var ctxOrig = document.getElementById('canvOrig').getContext("2d");
var ctxOrigPlus50 = document.getElementById('canvOrigPlus50').getContext("2d");
var ctxOrigPlus100 = document.getElementById('canvOrigPlus100').getContext("2d");
var ctxRoundMinus90 = document.getElementById('canvRoundMinus90').getContext("2d");
var ctxRoundMinus50 = document.getElementById('canvRoundMinus50').getContext("2d");
var ctxRound0 = document.getElementById('canvRound0').getContext("2d");
var ctxRoundPlus50 = document.getElementById('canvRoundPlus50').getContext("2d");
var ctxRoundPlus90 = document.getElementById('canvRoundPlus90').getContext("2d");
var img = new Image();
img.onload = function() {
//draw orig
ctxOrig.drawImage(img, 0, 0, img.width, img.height, 0, 0, 100, 100); //100 = canvas width, height
//reduce contrast
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.98);
ctxOrigMinus100.putImageData(origBits, 0, 0);
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.5);
ctxOrigMinus50.putImageData(origBits, 0, 0);
// add contrast
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .5);
ctxOrigPlus50.putImageData(origBits, 0, 0);
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .98);
ctxOrigPlus100.putImageData(origBits, 0, 0);
//round-trip, de-saturate first
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.98);
contrastImage(origBits, .98);
ctxRoundMinus90.putImageData(origBits, 0, 0);
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.5);
contrastImage(origBits, .5);
ctxRoundMinus50.putImageData(origBits, 0, 0);
//do nothing 100 times
origBits = ctxOrig.getImageData(0, 0, 100, 100);
for(i=0;i<100;i++){
contrastImage(origBits, 0);
}
ctxRound0.putImageData(origBits, 0, 0);
//round-trip, saturate first
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .5);
contrastImage(origBits, -.5);
ctxRoundPlus50.putImageData(origBits, 0, 0);
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .98);
contrastImage(origBits, -.98);
ctxRoundPlus90.putImageData(origBits, 0, 0);
};
img.src = 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qtighIM/HqvOK6WF3fVW3GAjM29i2JGI4ZC8rLYrE0rW9859WLbTdX5tnmD3iC12+2Gjk5rs9XZ/EoyicyE8SszzJDGpTn36Qx18VXKYyXqDzrbDr38/FvrAAjEIgUU1SmM78nH1UeK8qkxgMSn5l5AhTLCeGltMWAA5GwbfA9ns47z54eHO5xWO1FpfbaZo5JEM8KLfEMMbh7kD0wM4i5PRUVDg/PaU4YDVZ/nYX5taCARoVEUbQfIlHp3V65Wg13lU3OvkUa3gqQFSAHUpPKnTp09O/9C9p0XgnrpyWBQX2m3VnSw3L3u6QzC4zyvwX24hhLjvS6R024iOnvYp1oO311Pr8siKJooYKggZTM+DhrK1YIS+dgXr9FuN0aDkkIBLIP52jlV2zbyzgc354PDQb1Tn9UbTuo7DHpv0jKNMJQGd/X09EAclMt87U1zM+Gsb2g5/OH30DAIhQwEMDSC6bDN+BPqsrL4FKAglIE/jMCg/SRaiAi1X4/FTq0ejar6g8HgS8Gs81qFw+AkOIKT5KZzCONjcCXP2M3UBGPydJorLrga8JaWQ4cvpbRpmRakBDAsgpLYpno8XrZbPr4Rl5eVqQdWIHYSihIJkAIkJkuNnIBTU1twPgtKCOt1R0OHk7Jy08dyAHFp+DBuxl24+NqFH03EhFnMtByUStbuLPohUZgvnU5BCpB4Ody9XD2uhqLEAaIQ2kgGUFKIRICsqhwhRygU0g9DFfVtQU5KcFxzstGCMHwpw2RwivLgLleltcHTA8mblL676UWtLQ9SSB2GPYSo1cehhrc3NgTIFytGYChoVIcJkHWbLLW0Cm2cVwHkZLb/ZIfD0MGBXdO5XCMiEvdQVCbDizW4xkU5r33SzZkqpJJ9dwFQeAiB0GkSxTbHAYKoNzaENsYnFxRQeQUWCJACJA9idvYfa82qVPP9Hef1Uj2UxaCXshyb81oQimGmcT4XHsKZixqJuaPC02B2Ur61S/nFRW3aFoE1D02E8doafwTcmtu+D6GAXe0KNIIaaR1Kk0JVtLLUal1Nq0qV7R/O9hv0wX4xUcmKuonmZNKC8JnqMP5DdRLHJ6hpymQ2TVhNImX1vnQ+pfUnYloSo4XNhbZvPR0vK0OeuH97ShivuXYIQwGvRlroYywC784RgLTWOvrrQw6DQRoNmaTRplwuyULjv2KSOMPnNAwvFlOueqmzouZQiUj5Jbyu/GRi1ibslHaArGyMlwNkbPv+2P8QzK3QoaQgZDbil9mqztTU1YWC8yrQ4Qi1OQzRqJezNLGsBRkc9IhEvDKsuXLY19MpxnsaKpW8WLmWT+W1fvSzAqrAsPZfjZGVsUegJkfG9rbVADk+0F6IKABCCpBYQutPxarOeOv62vqz2RBhCIWi99gDLOGVsBZLM/KvxzN4hQ9Xh8OEiBl9vfrDHoopaRGt5W0wXuhsDDWC8W6A/DL1CEBu7+2NwSzLAYIa3e0YDXbZZlHIfqmu7oTwR0mtNHveYSAIluCiFouXtUjqEaX4oEe5T3Slel9O5DtWKlaWKJWMr+TrtA22ij8xW1AABEJZGZsqFyDbe5CJAAnAl4QONjHpnw3QfmG4Hj/R6gxFVQSUJVoT5VggsF5vNMoifzItjJIrFZX68NFcY2mFSAknUabk6zuyfD7lRxMJhRFCAYhaXXYcOTJ2f+82QJDJdhQDiMJtpAsAIbW21b7n9u9nHdBGCJ4T7t+UlEjqJWy0FRnsMTOj35zO8NUlFvx0LgyeZapL9j12aTEPfpGJhO4hBH3jiUfKQMmtbbBLXo7MtaMK9wLmdrvpRIIkIwA5U7dfUuflvBIvwcLzWxq5psbG1qi3SYKIGkwNYj7D88pROKg9WVriOx328V/fuLtYuLNuI9GFQFeXTicoOQ5KIJPtsXIBsoAqumATGxWBBLil9ceunulTRSVNLEd0c1D1+lyp1wJXY2NjKfInZZ7o8TAininhw5mPfGLf6Wo4ud9Yk2ln87IIVFrRpQi4FSsDIAQZ2P5ne7IcQZBJgLTDq8xoTLymI7VaWX71cFVNTU2rlwWnWJMwuvWSRom3qUlSily4OPHxhJkwi0XKTObYR77SJ6vDvup9N26sywppGdwpAW7puowAgevnW//s7amPy8tuBbCuBUyhcOv+WKBJmXZ9qepMXU1TjbeVhadvkkgsJgvrrav3llqaGv/jwHpik4bDaJk4WDk4g3/SUsemXTIgaa1wUIgSU8VVCbMXm40GlTQjUQ5unoxIEyNxkIEZQcI8eFBJRDYTe5Aa9DC2EEyGkRDnFh0HMxJnOHhYdlvih03ogcvr+977Xvt7SCSVejpz+tLpE5cuHX31hQ28658wa7ogmY/+hBtAZJvNxoucmO2CGBq77bfPD+mRX7wNvEVwQIQY7IZXyCcIuGfIi1JnUOaoy8W8pLxeisKZII4j8VYkOZP6e/nK0dj+WGye7u+3a3QMTZZX5/xq3i9pFR5iUOa0P0dhXL2N3d1d8LJ1jScABF5cHcUxCMEV+iQEcd+RI0eGPM6zLhas6/KcBUKUiWFZJNlqzdyKQOtxO3X7wTjUG+x4v52GY+1m0W1LLxISKE9o4fd5dBRBphp7f/48mUamLvgdEvzJARHuMMjufo0JQdrk8RivH4P1Aym8Hg8KowpSLIwrksslHyffJ5Mzlx/aNWPYNolN0MBkc32O2AAQUeYkiRcdF3oRRH8u+2uveRwxgIM5UEoSOzaO64EUzoeDNI7jJhxHqQHm4UPUfI0xMsdQnJkPskglF2+13gPGzf0TdnsVwyYARQNMlta/LsohLSd2JNi6GlebhXlZs43GrEGPNAa1nAzbKMpSm7gKRD7RLEvjB2BVRsBcRqd5wMxCH4eijE43hvyOb7WSM8nUiVPz4/MUjWF2FhohAStX14tuPtTTlmS5DTdOnAUmO1ONxslRvXVvUCtFCZilLHE9kJDuSZqmBV/4wAGjN9j1FqiBukwowzA6igWQOFCJpO6vlEoPdOMkoJB26KDK1Uzabcu721xNromSLBENcNdOttHs1QMIfKRGJYLowA0Uic5t0lg47DOZfB78OgWh5WQYIMEAWAyW8cXC1lYrF6kkU6VXUGtgVZIkgQpZrmcyX/2dkE2So/DAco3YQ2BPprIFAyy+yIsdWUsoqsj5h4c3rn4KY3AGNgnGoSEPzhiDThdjHvGgb8w6iqECSByuXC7+rXLrypXtbQxSi6QtglCtVpcyxWGlyIu1PAxfUcQ1q1X/PdsoIGAyQhRVrdaRVyXC7U7zBxNL9fCdMBv0GeFiUA3j6dvHDDhHnAz1MkYhj3K5HMBElleelUr7Ndi7LgtauLdEVtcTcz3pRaWjKpwoyrCNO13hm9MGa0F0dFStg1A3HOAsdTGU2AzXl27cuTN0dwiKPRbSF3LSO4DqxnSBAPWfCWBUoOReKT0bM5FljBTqNGkK11fTabca6oGCVlQUuVaw6hFDtpk1GKxTNW4DpmWb7EDGp/Oh4urq5j0fLVhYk8l5EULRbKb6+vqO7WPMFBWIIS/+g3xbWVm+XXkwUSZ1pqowYhGwKgbH60QxOhni1Q1ZUWprs1ZQvNB8bpietrbFD7zNFv0QdbuLajSdTqzes9CQK+GgxWO5ex4UcbogHVGXOQaeRRYWFkCT5eVvlcitAPiwbtewFrzbDdXrmXR6eHIyqn7gCaX2o2BFkN7m7D+SzDW0aSiK45FuDWmdHQqVOZewKl1bUeNji0StD6gIWoVZHT6YhZmIUKXthhqEboUimhU2NIjPVqrRbDo/zA9LFNRaq1OjQ8ZoUyxSRSxTCzLQgQw8mSf5khDuj/85Nzc5/2szhl2umWEFfpFZvygO5btFIc+ywUDACUosnJ+mV9DEThPR4KDw9aBkxSoklUrFyhPl8kTm+ciVNbV1c5YufazP45VA4Xl+kyzIP5RIVffZS8CAL2PBCOlyfxhVlq2NSJosD/FD4FnwP1k1aFnZFrQ4BwkTzN4GDCNMWDtmajdht5BKJXa+HIuBmstXX8FX6+WaOueCbfVtL5emi8K9/AWoy7Aid49+DsOLjphJMhwOG83xL/LiKk0Z2nTwgsgKm1iWFbigBIY+mJ04Sq9AiUX4etxAGDDM0I6BkmQydv9+qhy7fPV9Lbjy9Ls5tGcv5QwW02peVFk+H2HFqgdxlxlxIW6StIEU48DMkUPDrBgRI7xYPJpXBZblnAEuUF8P2YKFhECbcZwgDAaiGjMYkGQyNcuBGfZidW1tHaxxFOagBtMBSSqqebA9eFEc/QxDQ7JcJEBmKR++VnUrP2RNkgX+gsBrqqpybW2BIGw/OGgCRWkcNcAMNuhRjaT6k8l+nXT5z8jCYzUe796Td691nbY70+mixAqsoF3//DGEdEBBYGwy7ja63Uazy0zODMuRiMyKAg8PSdFeH5Se4yyNzbB+0QS9mzbhuAHSBScCKmYxqYlzO0ZWH6hbAI1SK+w1+TnOJ0kqOx3K2WxmsxnZDgwjKHHrouBGx8DrUVHUNJ5VoxCq9MTCWRiv5+nefXYaXYWbCLQdpSFZGzEk2a8HQMqZkSXr59Sfbu2BhmxuU1s6rRYlfjobisdJUk+W2WZ0zzLgAniQtNANTeZ1jKCqrCQxTK/Vus3i8VJ2B1SGWIWaaKqJOoYh/f2ppA6JlV9kqq/sPrz14cMN0LxuqXuZVlmh81suFBqIFxIJN2l069nSC99h7EsUCok+W/i7rMkaz7OzISm+Zq/H6rFSvVt2OVAUCo877NCPIpVkSldSicWen6neX2OYd+7ZxT1dXTcb/c2KT5kecyGusVyoUJqcHI+T40Bxk26y9HuykIj3QWP/ndEUoPBy1BfkOOaJ1ep1dHrs/pM1KEGbCMzRUgOQ1H2oiA4pZ15U41jLOhDS09N6CncGBVX6lkO2u8amwBwqlCDGS+PjpUk4PmWzY2EbtKq5Lxqv/VR4tpNp9vn8bxth/7HBgVOUfxftaMApO/w7NiHA+C+lPDFye8ktbO7muW96jvec9tNOSfFn9aUkQWan/mb7CjC+DiglwPb6NZXN2Yw2s+sbw2qsIgV9fuYkWDi+aOPhww0Y7QCndBtFOQAyvwVJ6iWpVACSybxfsnD1vIeb79zZ03r2LtiXxUEd0mGzkWQWKCQJiEICGFOPBuIJss9s3I5ke6MMo0pSlOH8nRxzzXut64TXjm00DHb6rXaqqWbL8pZ/NZphaGplGMdPDG+te7ZiH9r50qI70G0sWIOmRckm5+C4MoI5R30oBNmHNdTZOZ5jaGC1To6T3uCg7V617HbZaTLciXU25od7RHcLhe5l3qaQQ2s6d2OQi0Z3Ldp6TtHjOaIg78//8zzv874+r0qBBAZcC7t/3lV1B7ZDAT5k9gsT/f3fvkPcKYMSCPiPQ/d+r125fOUzQFy7d2fos2tgl2ywSDbJmffmZ7a+emfr9tQUMTUD57VrsgM89lKPtY/o0KoNhi5ktfFfSH59AEH5RTUXykgbfMEsCjRJWvsPywMD+qH7P94f0p/c+xh+w1+79tnKiV6vhxS22S7Zxi83ua0pwjr1XpJMWsnozNrt22trdCJh0arVcHWo1SMGAyj5/JOboGMBlGzeCn0Q9HkDwSDGyALNWfshuy4B5D7MD/3JncjKFWhCARXe2cBgu+c65KasVoKYss5zSZKUo9FowmExWDTaPpLknobGmQUgmdWbUFN+/bfg3zDmcr4gbPcKOEtRouX7/tPDMpQR5YLvfhK5//NORGHAO5ABkCvpFmmdmrf209y8laZlwUJR/kQi4XFMcOq+Ptkx1mF4DiAgZfXzm4s3FxYePFyam9v27i6d2XGMlQUrIXNHrsu2yzYwvTIVISR6YCimt11ShBwVyS0iSVjnKfFCFKy04IGqBGnjsWjBptWesTGANFZByueri4q/tndzn875lhrLBSeGyaxfniBP02VlsVL8b0MGoAKDDf1XJMfHxwdACPfCPMmRVgKL1UlhDUoS1AszCt2Tp7XqsY4u6LGNIQ2gNFYbAHmwu5vdngv5MpnseaFQZAWWpeX6IWQrtDtsiDLmlWsDkFKXlbAr3tLrm1aOILa2OEqM4ZilXytQMJHNo6NXjSZNe7t2eqTLAp0DZKPRyABkQVGyu+vzBr2+LECceIxmWVYmxXgE0ngcGI+NlyMfIzblhU0x2OPtXdRFUiTnORErsiynfYGaZBh+tPObn64CBM5O1RbLtOc5JNPIZEANCFl48GDJp5Oyfy5JmQLuxATq4ICiBGczveLSK4Mj5UgZxlYMQfSXkAHXYZGUaY6VRfAVR7NUlGInzev8Rz8EOnWzIEXdMW0YG/MgGcUUyMJNWOezYV/uTy/v40EKVmeEgwNMxOJNCIzehuhdaRekFTBsegSW4HSrpa3TrIjZCy2RThKCwFKC32zmRwOBq4YujVarMYxZxhwO5CyT2cg0FhdXgbO7lPNmf8tJks9dcB5gWpllD/y4vxWP34mcuE4i6fSOawi5bHsb0uDHlXL8AisWRRxP4fbTOs3RMxTFTA6aJSgZXuPLXSOa2ZGOMaLLsYZkzvhMo1pdqsIOL1v1eXO5XCAg8RL4ixVEjLEf4H4RO4xXmvuRyE66XCvfH1gZiKy4SkfOIoYVcHveHcOK1nlGkEXGgK57e71hCVpnGo1GO93heBaigph5PrOxEQhWVxd3fcGsN5sN5SQ+WCg4CwyHsZj/4MBux+tYLKZc8aNKJd/cT1cqlRYGCZVKud2lFi7SXJKmorTADJrNowFUB6cjs0CZ7ph2PDs9oUBGR6VwAJQAwzfny+ay0vl5we8sOEWWZQpOv92d+hvH8BjcGBg8tZxYDMNL7pQ7FcdwcJkVahBBW4r+N9B1KdypM8wCY7YD9iWOiWkHYjYzvLQePqsuLYWDPigqWV/ouH4uOWO8hB3gnosiHnNX3PFUPv83DuNDBPA4IFL5UiqfKrkhMU6tgoWkpmgKvMW/rDMavaYRYLRr1ACZniBACWMeXR/8SKouhtBANRT05uY2T2Pn4RbP8347xtRxrHjgdldK+XQln4+XSuCfPfc+WMTddIMHL4rMqyT7hEwzfhQ1+zvDnZ1GowmUzLZ3EGqOcxAkIpgHzSgqrQer0BIOhEJeb/bY6TwOHRcKBdbPshQr4AVnCYLhSkf2Ins7f+xFajv7e5H9Wjzewi+KxboogrdkGSBAWb8aftloMqnaYZuihpNEYoIgkEl0chDtXJeCErre2RnS+ea2jefHwKryvB3HcZbFIOKxo2bFVXat1FZqOzVXrba/l95rHrqLuHhab6cpUpYTTJFB16/CwYKq22SabWvTal6Bo2r1UxxHIFSUYRhUCgRQs/kNVAoFje8aex8eb3vDGwEct4PhOISgcNS8U0una+VaJO3a29uvNA/jpzFMFE9BCksQFGowoC+HwzrdW8bu7tlu2Dtq2rXchJokAUJ7PDS4S1pnJoVBNByWjqHdva06vsj5AnZ+GSCAKcRKR0fNZtp1L11Jp9N7laP8Yct5Ua/j9WKdltlJVJhEdSYdnIyBEmgwmgAyotWSBEEokGhClsGV0JVmBAaF7zNiNKpUpuG/vAF+Y2N5GTg4GFaKV+IVmCXgtyYw4q14K3YRi4lFkfKzftSJ8uGQoVf1Yu8XqvdVbbPDj0LhUlthmbcmrUi0a/q2JzHICAkLnUAtI5Yuo2rYpHp415STspnl5WU7D1rckKz5eL4E+XUUz+f34TWkmZOJYX7MDlkYCIQ7vaHwrd7uL1Svtb/f1t72aJva8nRPsi/Z82oScTjW1jwO8BkdjXosFlBiUkHnfvPG8LZ3m8+cKRiwFMxteKTy7jxk8X7erUx1N++225cVtRu+oC7kfevWux9+qWprG36zrf2ZHm0HbFi0Pcnkq8jE2gwtOzy36SgV9chEAiDdw93Dqu2Hx5tStZGxL8MwcCscOwys0MAU5vK/drZ8luGrPshKb++tD69/ePf6h23XX+p5RtPToX2pJ9kDN/LCE1tPkU89BRtf5Q9UVrKv5/nHn3n8+ut3b7x53bTpDYfCqGLOf+3ceV5Xnv83NHyuC4fhM97NzVt3byhdzF++/u516JQ+Cn+xeTT56iNPwuORfwDmIxlqcXq9nQAAAABJRU5ErkJggg==";
});
canvas {width: 100px; height: 100px}
div {text-align:center; width:120px; float:left}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div>
<canvas id="canvOrigMinus100" width="100" height="100"></canvas>
-98%
</div>
<div>
<canvas id="canvOrigMinus50" width="100" height="100"></canvas>
-50%
</div>
<div>
<canvas id="canvOrig" width="100" height="100"></canvas>
Original
</div>
<div>
<canvas id="canvOrigPlus50" width="100" height="100"></canvas>
+50%
</div>
<div>
<canvas id="canvOrigPlus100" width="100" height="100"></canvas>
+98%
</div>
<hr/>
<div style="clear:left">
<canvas id="canvRoundMinus90" width="100" height="100"></canvas>
Round-trip <br/> (-98%, +98%)
</div>
<div>
<canvas id="canvRoundMinus50" width="100" height="100"></canvas>
Round-trip <br/> (-50%, +50%)
</div>
<div>
<canvas id="canvRound0" width="100" height="100"></canvas>
Round-trip <br/> (0% 100x)
</div>
<div>
<canvas id="canvRoundPlus50" width="100" height="100"></canvas>
Round-trip <br/> (+50%, -50%)
</div>
<div>
<canvas id="canvRoundPlus90" width="100" height="100"></canvas>
Round-trip <br/> (+98%, -98%)
</div>
Explanation
(Disclaimer - I am not an image specialist or a mathematician. I am trying to provide a common-sense explanation with minimal technical details. Some hand-waving below, e.g. 255=256 to avoid indexing issues, and 127.5=128, for simplifying the numbers.)
Since, for a given pixel, the possible number of non-zero values for a color channel is 255, the "no-contrast", average value of a pixel is 128 (or 127, or 127.5 if you want argue, but the difference is negligible). For purposed of this explanation, the amount of "contrast" is the distance from the current value to the average value (128). Adjusting the contrast means increasing or decreasing the difference between the current value and the average value.
The problem the algorithm solves then is to:
Chose a constant factor to adjust contrast by
For each color channel of each pixel, scale "contrast" (distance from average) by that constant factor
Or, as hinted at in the CSS spec, simply choosing the slope and intercept of a line:
<feFuncR type="linear" slope="[amount]" intercept="-(0.5 * [amount]) + 0.5"/>
Note the term type='linear'; we are doing linear contrast adjustment in RGB color space, as opposed to a quadratic scaling function, luminence-based adjustment, or histogram matching.
If you recall from geometry class, the formula for a line is y=mx+b. y is the final value we are after, the slope m is the contrast (or factor), x is the initial pixel value, and b is the intercept of the y-axis (x=0), which shifts the line vertically. Recall also that since the y-intercept is not at the origin (0,0), the formula can also be represented as y=m(x-a)+b, where a is the x-offset shifting the line horizontally.
For our purposes, this graph represents the input value (x-axis) and the result (y-axis). We already know that b, the y-intercept (for m=0, no contrast) must be 128 (which we can check against the 0.5 from the spec - 0.5 * the full range of 256 = 128). x is our original value, so all we need is to figure out the slope m and x-offset a.
First, the slope m is "rise over run", or (y2-y1)/(x2-x1) - so we need 2 points known to be on the desired line. Finding these points requires bringing a few things together:
Our function takes the shape of a line-intercept graph
The y-intercept is at b = 128 - regardless of the slope (contrast).
The maximum expected 'y' value is 255, and the minimum is 0
The range of possible 'x' values is 256
A neutral value should always stay neutral: 128 => 128 regardless of slope
A contrast adjustment of 0 should result in no change between input and output; that is, a 1:1 slope.
Taking all these together, we can deduce that regardless of the contrast (slope) applied, our resulting line will be centered at (and pivot around) 128,128. Since our y-intercept is non-zero, the x-intercept is also non-zero; we know the x-range is 256 wide and is centered in the middle, so it must be offset by half of the possible range: 256 / 2 = 128.
So now for y=m(x-a)+b, we know everything except m. Recall two more important points from geometry class:
Lines have the same slope even if their location changes; that is, m stays the same regardless of the values of a and b.
The slope of a line can be found using any 2 points on the line
To simplify the slope discussion, let's move the coordinate origin to the x-intercept (-128) and ignore a and b for a moment. Our original line will now pivot through (0,0), and we know a second point on the line lies away the full range of both x (input) and y (output) at (255,255).
We'll let the new line pivot at (0,0), so we can use that as one of the points on the new line that will follow our final contrast slope m. The second point can be determined by moving the current end at (255,255) by some amount; since we are limited to a single input (contrast) and using a linear function, this second point will be moved equally in the x and y directions on our graph.
The (x,y) coordinates of the 4 possible new points will be 255 +/- contrast. Since increasing or decreasing both x and y would keep us on the original 1:1 line, let's just look at +x, -y and -x, +y as shown.
The steeper line (-x, +y) is associated with a positive contrast adjustment; it's (x,y) coordinates are (255 - contrast,255 + contrast). The coordinates of the shallower line (negative contrast) are found the same way. Notice that the biggest meaningful value of contrast will be 255 - the most that the initial point of (255,255) can be translated before resulting in a vertical line (full contrast, all black or white) or a horizontal line (no contrast, all gray).
So now we have the coordinates of two points on our new line - (0,0) and (255 - contrast,255 + contrast). We plug this into the slope equation, and then plug that into the full line equation, using all the parts from before:
y = m(x-a) + b
m = (y2-y1)/(x2-x1) =>
((255 + contrast) - 0)/((255 - contrast) - 0) =>
(255 + contrast)/(255 - contrast)
a = 128
b = 128
y = (255 + contrast)/(255 - contrast) * (x - 128) + 128 QED
The math-minded will notice that the resulting m or factor is a scalar (unitless) value; you can use any range you want for contrast as long as it matches the constant (255) in the factor calculation. For example, a contrast range of +/-100 and factor = (100 + contrast)/(100.01 - contrast), which is was I really use to eliminate the step of scaling to 255; I just left 255 in the code at the top to simplify the explanation.
Note about the "magic" 259
The source article uses a "magic" 259, although the author admits he doesn't remember why:
"I can’t remember if I had calculated this myself or if I’ve read it in a book or online.".
259 should really be 255 or perhaps 256 - the number of possible non-zero values for each channel of each pixel. Note that in the original factor calculation, 259/255 cancels out - technically 1.01, but final values are whole integers so 1 for all practical purposes. So this outer term can be discarded. Actually using 255 for the constant in the denominator, though, introduces the possibility of a Divide By Zero error in the formula; adjusting to a slightly larger value (say, 259) avoids this issue without introducing significant error to the results. I chose to use 255.01 instead as the error is lower and it (hopefully) seems less "magic" to a newcomer.
As far as I can tell though, it doesn't make much difference which you use - you get identical values except for minor, symmetric differences in a narrow band of low contrast values with a low positive contrast increase. I'd be curious to round-trip both versions repeatedly and compare to the original data, but this answer already took way too long. :)
After trying the answer by Schahriar SaffarShargh, it wasn't behaving like contrast should behave. I finally came across this algorithm, and it works like a charm!
For additional information about the algorithm, read this article and it's comments section.
function contrastImage(imageData, contrast) {
var data = imageData.data;
var factor = (259 * (contrast + 255)) / (255 * (259 - contrast));
for(var i=0;i<data.length;i+=4)
{
data[i] = factor * (data[i] - 128) + 128;
data[i+1] = factor * (data[i+1] - 128) + 128;
data[i+2] = factor * (data[i+2] - 128) + 128;
}
return imageData;
}
Usage:
var newImageData = contrastImage(imageData, 30);
Hopefully this will be a time-saver for someone. Cheers!
This javascript implementation complies with the SVG/CSS3 definition of "contrast" (and the following code will render your canvas image identically):
/*contrast filter function*/
//See definition at https://drafts.fxtf.org/filters/#contrastEquivalent
//pixels come from your getImageData() function call on your canvas image
contrast = function(pixels, value){
var d = pixels.data;
var intercept = 255*(-value/2 + 0.5);
for(var i=0;i<d.length;i+=4){
d[i] = d[i]*value + intercept;
d[i+1] = d[i+1]*value + intercept;
d[i+2] = d[i+2]*value + intercept;
//implement clamping in a separate function if using in production
if(d[i] > 255) d[i] = 255;
if(d[i+1] > 255) d[i+1] = 255;
if(d[i+2] > 255) d[i+2] = 255;
if(d[i] < 0) d[i] = 0;
if(d[i+1] < 0) d[i+1] = 0;
if(d[i+2] < 0) d[i+2] = 0;
}
return pixels;
}
I found out that you have to use the effect by separating the darks and lights or technically anything that is less than 127 (average of R+G+B / 3) in rgb scale is a black and more than 127 is a white, therefore by your level of contrast you minus a value say 10 contrast from the blacks and add the same value to the whites!
Here is an example:
I have two pixels with RGB colors, [105,40,200] | [255,200,150]
So I know that for my first pixel 105 + 40 + 200 = 345, 345/3 = 115
and 115 is less than my half of 255 which is 127 so I consider the pixel closer to [0,0,0] therefore if I want to minus 10 contrast then I take away 10 from each color on it's average
Thus I have to divide each color's value by the total's average which was 115 for this case and times it by my contrast and minus out the final value from that specific color:
For example I'll take 105 (red) from my pixel, so I divide it by total RGB's avg. which is 115 and times it by my contrast value of 10, (105/115)*10 which gives you something around 9 (you have to round it up!) and then take that 9 away from 105 so that color becomes 96 so my red after having a 10 contrast on a dark pixel.
So if I go on my pixel's values become [96,37,183]! (note: the scale of contrast is up to you! but my in the end you should convert it to some scale like from 1 to 255)
For the lighter pixels I also do the same except instead of subtracting the contrast value I add it! and if you reach the limit of 255 or 0 then you stop your addition and subtraction for that specific color! therefore my second pixel which is a lighter pixel becomes [255,210,157]
As you add more contrast it will lighten the lighter colors and darken the darker and therefore adds contrast to your picture!
Here is a sample Javascript code ( I haven't tried it yet ) :
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
var contrast = 10;
var average = Math.round( ( data[i] + data[i+1] + data[i+2] ) / 3 );
if (average > 127){
data[i] += ( data[i]/average ) * contrast;
data[i+1] += ( data[i+1]/average ) * contrast;
data[i+2] += ( data[i+2]/average ) * contrast;
}else{
data[i] -= ( data[i]/average ) * contrast;
data[i+1] -= ( data[i+1]/average ) * contrast;
data[i+2] -= ( data[i+2]/average ) * contrast;
}
}
You can take a look at the OpenCV docs to see how you could accomplish this: Brightness and contrast adjustments.
Then there's the demo code:
double alpha; // Simple contrast control: value [1.0-3.0]
int beta; // Simple brightness control: value [0-100]
for( int y = 0; y < image.rows; y++ )
{
for( int x = 0; x < image.cols; x++ )
{
for( int c = 0; c < 3; c++ )
{
new_image.at<Vec3b>(y,x)[c] = saturate_cast<uchar>( alpha*( image.at<Vec3b>(y,x)[c] ) + beta );
}
}
}
which I imagine you are capable of translating to javascript.
By vintaging I assume your trying to apply LUTS..Recently I have been trying to add color treatments to canvas windows. If you want to actually apply "LUTS" to the canvas window I believe you need to actually map the array that imageData returns to the RGB array of the LUT.
(From Light illusion)
As an example the start of a 1D LUT could look something like this:
Note: strictly speaking this is 3x 1D LUTs, as each colour (R,G,B) is a 1D LUT
R, G, B
3, 0, 0
5, 2, 1
7, 5, 3
9, 9, 9
Which means that:
For an input value of 0 for R, G, and B, the output is R=3, G=0, B=0
For an input value of 1 for R, G, and B, the output is R=5, G=2, B=1
For an input value of 2 for R, G, and B, the output is R=7, G=5, B=3
For an input value of 3 for R, G, and B, the output is R=9, G=9, B=9
Which is a weird LUT, but you see that for a given value of R, G, or B input, there is a given value of R, G, and B output.
So, if a pixel had an input value of 3, 1, 0 for RGB, the output pixel would be 9, 2, 0.
During this I also realized after playing with imageData that it returns a Uint8Array and that the values in that array are decimal. Most 3D LUTS are Hex. So you first have to do some type of hex to dec conversion on the entire array before all this mapping.
This is the formula you are looking for ...
var data = imageData.data;
if (contrast > 0) {
for(var i = 0; i < data.length; i += 4) {
data[i] += (255 - data[i]) * contrast / 255; // red
data[i + 1] += (255 - data[i + 1]) * contrast / 255; // green
data[i + 2] += (255 - data[i + 2]) * contrast / 255; // blue
}
} else if (contrast < 0) {
for (var i = 0; i < data.length; i += 4) {
data[i] += data[i] * (contrast) / 255; // red
data[i + 1] += data[i + 1] * (contrast) / 255; // green
data[i + 2] += data[i + 2] * (contrast) / 255; // blue
}
}
Hope it helps!

Bezier Curve always the same length

I'm working on a game in HTML5 canvas.
I want is draw an S-shaped cubic bezier curve between two points, but I'm looking for a way to calculate the coordinates of the control points so that the curve itself is always the same length no matter how close those points are, until it reaches the point where the curve becomes a straight line.
This is solvable numerically. I assume you have a cubic bezier with 4 control points.
at each step you have the first (P0) and last (P3) points, and you want to calculate P1 and P2 such that the total length is constant.
Adding this constraint removes one degree of freedom so we have 1 left (started with 4, determined the end points (-2) and the constant length is another -1). So you need to decide about that.
The bezier curve is a polynomial defined between 0 and 1, you need to integrate on the square root of the sum of elements (2d?). for a cubic bezier, this means a sqrt of a 6 degree polynomial, which wolfram doesn't know how to solve. But if you have all your other control points known (or known up to a dependency on some other constraint) you can have a save table of precalculated values for that constraint.
Is it really necessary that the curve is a bezier curve? Fitting two circular arcs whose total length is constant is much easier. And you will always get an S-shape.
Fitting of two circular arcs:
Let D be the euclidean distance between the endpoints. Let C be the constant length that we want. I got the following expression for b (drawn in the image):
b = sqrt(D*sin(C/4)/4 - (D^2)/16)
I haven't checked if it is correct so if someone gets something different, leave a comment.
EDIT: You should consider the negative solution too that I obtain when solving the equation and check which one is correct.
b = -sqrt(D*sin(C/4)/4 - (D^2)/16)
Here's a working example in SVG that's close to correct:
http://phrogz.net/svg/constant-length-bezier.xhtml
I experimentally determined that when the endpoints are on top of one another the handles should be
desiredLength × cos(30°)
away from the handles; and (of course) when the end points are at their greatest distance the handles should be on top of one another. Plotting all ideal points looks sort of like an ellipse:
The blue line is the actual ideal equation, while the red line above is an ellipse approximating the ideal. Using the equation for the ellipse (as my example above does) allows the line to get about 9% too long in the middle.
Here's the relevant JavaScript code:
// M is the MoveTo command in SVG (the first point on the path)
// C is the CurveTo command in SVG:
// C.x is the end point of the path
// C.x1 is the first control point
// C.x2 is the second control point
function makeFixedLengthSCurve(path,length){
var dx = C.x - M.x, dy = C.y - M.y;
var len = Math.sqrt(dx*dx+dy*dy);
var angle = Math.atan2(dy,dx);
if (len >= length){
C.x = M.x + 100 * Math.cos(angle);
C.y = M.y + 100 * Math.sin(angle);
C.x1 = M.x; C.y1 = M.y;
C.x2 = C.x; C.y2 = C.y;
}else{
// Ellipse of major axis length and minor axis length*cos(30°)
var a = length, b = length*Math.cos(30*Math.PI/180);
var handleDistance = Math.sqrt( b*b * ( 1 - len*len / (a*a) ) );
C.x1 = M.x + handleDistance * Math.sin(angle);
C.y1 = M.y - handleDistance * Math.cos(angle);
C.x2 = C.x - handleDistance * Math.sin(angle);
C.y2 = C.y + handleDistance * Math.cos(angle);
}
}

Correct solution for this tensor

I'm implementing the system in this paper and I've come a little unstuck correctly implementing the radial tensor field.
All tensors in this system are of the form given on page 3, section 4
R [ cos(2t), sin(2t); sin(2t), -cos(2t) ]
The radial tensor field is defined as:
R [ yy - xx, -2xy; -2xy, -(yy-xx) ]
In my system I'm only storing R and Theta, since I can calculate the tensor based off just that information. This means I need to calculate R and Theta for the radial tensor. Unfortunately, my attempts at this have failed. Although it looks correct, my solution fails in the top left and bottom right quadrants.
Addendum: Following on from discussion in the comments about the image of the system not working, I'll put some hard numbers here too.
The entire tensor field is 800x480, the center point is at { 400, 240 }, and we're using the standard graphics coordinate system with a negative y axis (ie. origin in the top left).
At { 400, 240 }, the tensor is R = 0, T = 0
At { 200, 120 }, the tensor is R = 2.95936E+9, T = 2.111216
At { 600, 120 }, the tensor is R = 2.95936E+9, T = 1.03037679
I can easily sample any more points which you think may help.
The code I'm using to calculate values is:
float x = i - center.X;
float xSqr = x * x;
float y = j - center.Y;
float ySqr = y * y;
float r = (float)Math.Pow(xSqr + ySqr, 2);
float theta = (float)Math.Atan2((-2 * x * y), (ySqr - xSqr)) / 2;
if (theta < 0)
theta += MathHelper.Pi;
Evidently you are comparing formulas (1) and (2) of the paper. Note the scalar multiple l = || (u_x,u_y) || in formula (1), and identify that with R early in the section. This factor is implicit in formula (2), so to make them match we have to factor R out.
Formula (2) works with an offset from the "center" (x0,y0) of the radial map:
x = xp - x0
y = yp - y0
to form the given 2x2 matrix:
y^2 - x^2 -2xy
-2xy -(y^2 - x^2)
We need to factor out a scalar R from this matrix to get a traceless orthogonal 2x2 matrix as in formula (1):
cos(2t) sin(2t)
sin(2t) -cos(2t)
Since cos^2(2t) + sin^2(2t) = 1 the factor R can be identified as:
R = (y^2 - x^2)^2 + (-2xy)^2 = (x^2 + y^2)^2
leaving a traceless orthogonal 2x2 matrix:
C S
S -C
from which the angle 'tan(2t) = S/C` can be extracted by an inverse trig function.
Well, almost. As belisarius warns, we need to check that angle t is in the correct quadrant. The authors of the paper write at the beginning of Sec. 4 that their "t" (which refers to the tensor) depends on R >= 0 and theta (your t) lying in [0,2pi) according to the formula R [ cos(2t), sin(2t); sin(2t) -cos(2t) ].
Since sine and cosine have period 2pi, t (theta) is only uniquely determined up to an interval of length pi. I suspect the authors meant to write either that 2t lies in [0,2pi) or more simply that t lies in [0,pi). belisarius suggestion to use "the atan2 equivalent" will avoid any division by zero. We may (if the function returns a negative value) need to add pi so that t >= 0. This amounts to adding 2pi to 2t, so it doesn't affect the signs of the entries in the traceless orthogonal matrix (since 'R >= 0` the pattern of signs should agree in formulas (1) and (2) ).