I've not tried it on anything else, but I remember thinking that it has a lot of potential uses. Also I only used it on gray-scale features, but I'm sure it could make use of full RGB too. I'll have to try it some time!
32 karma · joined February 6, 2014
I've not tried it on anything else, but I remember thinking that it has a lot of potential uses. Also I only used it on gray-scale features, but I'm sure it could make use of full RGB too. I'll have to try it some time!
If you're also interested in real time OCR like this, I did a write up [2] of the approach that worked well for my project. It only needed to recognize Scrabble fonts, but it could be extended to more fonts by using more training examples.
A little trick you can use here is squared distance which avoids the relatively expensive square root (also do the square in-place rather than pow) so your distance function becomes:
(d - a) * (d - a) + (e - b) * (e - b) + (f - c) * (f - c)
You will need to also square your threshold values.
I prefer using the technique shown in this classic article on 2D soft shadows: http://archive.gamedev.net/archive/reference/programming/fea...
The basic idea is to project the geometry, rather than ray cast. I've implemented this sort of technique in the past and it works well.