Can any point to image warping algorithms? Specifically for bulge effect?
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May you help me with this? https://stackoverflow.com/questions/70683954/how-can-i-do-image-warp – YoungDev Jan 15 '22 at 13:46
2 Answers
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See if I understood what you want. Suppose your image coordinates go from 0 to 1.
If you do:
r = Sqrt[(x - .5)^2 + (y - .5)^2]
a = ArcTan[x - .5, y - .5]
rn = r^2.5/.5
And then remap your pixels according to:
x -> rn*Cos[a] + .5
y -> rn*Sin[a] + .5
You get:
You may adjust the parameters to get bigger or smaller bulges.
Edit
Let's see if I understood your comment about warping. The following images are generated using
rn = r^k {k: 1 ... 2}:

Dr. belisarius
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4You don't really need to go into trigonometry. `Cos[a] = (x - .5)/r` and `Sin[a] = (y - .5)/r` – Markus Jarderot Feb 20 '11 at 12:04
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Check the algorithm in this link - http://davis.wpi.edu/~matt/courses/morph/2d.htm Can we have an algorithm like this for bulge effect? – random Feb 21 '11 at 09:48
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Thanks belisarius. I now need to implement it by adding a mesh to a Sprite in Android and applying the deformation to it. We have a library called andEngine which we can utilize. I have created another thread to proceed further: http://stackoverflow.com/questions/5078240/image-transformation-using-sprite – random Feb 22 '11 at 13:32
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See also my followup to this answer [here](http://stackoverflow.com/questions/5542942/looking-for-fast-image-distortion-algorithms/5555920#5555920) – BlueRaja - Danny Pflughoeft Apr 05 '11 at 17:28
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I am unable to get above effect by using your alogorithm. – Vivek Kumar Srivastava Sep 12 '11 at 07:15
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@belisarius Can you help me with detecting the Objects shape witin an image ? – Ajay Sharma Jan 23 '12 at 05:05
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@belisarius I'm interested in garnering a deeper understanding of the math involved in the image warp you describe above; I've opened a thread over at math.stackexchange.com to that end: http://math.stackexchange.com/questions/266250/explanation-of-this-image-warping-bulge-filter-algorithm I'd really appreciate your input! Thanks very much! – CCJ Dec 28 '12 at 05:30
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GLSL code version:
uniform sampler2D tex;
void main()
{
vec2 cen = vec2(0.5,0.5) - gl_TexCoord[0].xy;
vec2 mcen = - // delete minus for implosion effect
0.07*log(length(cen))*normalize(cen);
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy+mcen);
}
original:
explosion:
implosion:
cheers!

Agnius Vasiliauskas
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