Take a look at the morphological transformations. I would start with a dilation operation using a large kernel, say the MORPH_ELLIPSE with a size(15,15). Afterwards, thin the blobs back down using the erosion operation with the same size kernel. Take a look at the docs here. Note that OpenCV offers chained, or sequenced, morphological operations, too. See here. You'll then see that my suggestion is a "closing" operation.
Update:
I experimented with simple dilation and contouring to yield the results shown in the image. The results appear to satisfy the general requirements of the problem.
Likewise, what "realtime" means for the application isn't specified, but this set of operations may be quickly executed and could easily be applied to a 30fps application.
Code snippet below:
// Convert image to grayscale
cvtColor(src, gray, CV_BGR2GRAY);
threshold(gray, gray, 128.0, 128.0, THRESH_BINARY);
// Dilate to fill holes
dilate(gray, dest, getStructuringElement(MORPH_ELLIPSE, Size(13,13)));
// Find contours
vector<vector<Point> > contours;
vector<Vec4i> hierarchy;
findContours(dest, contours, hierarchy, CV_RETR_TREE, CV_CHAIN_APPROX_SIMPLE, Point(0,0));
// Prune contours
float maxArea = 0.0f;
for (size_t i = 0; i< contours.size(); i++)
{
if (contourArea(contours[i]) >= maxArea)
{
maxArea = contourArea(contours[i]);
}
}
float minArea = 0.20f * maxArea;
vector<vector<Point> > prunedContours;
for (size_t i = 0; i< contours.size(); i++)
{
if (contourArea(contours[i]) >= minArea)
{
prunedContours.push_back(contours[i]);
}
}
// Smooth the contours
vector<vector<Point> > smoothedContours;
smoothedContours.resize(prunedContours.size());
for (size_t i=0;i<prunedContours.size();i++)
{
vector<float> x;
vector<float> y;
const size_t n = prunedContours[i].size();
for (size_t j=0;j<n;j++)
{
x.push_back(prunedContours[i][j].x);
y.push_back(prunedContours[i][j].y);
}
Mat G;
transpose(getGaussianKernel(11,4.0,CV_32FC1),G);
vector<float> xSmooth;
vector<float> ySmooth;
filter2D(x,xSmooth, CV_32FC1, G);
filter2D(y,ySmooth, CV_32FC1, G);
for (size_t j=0;j<n;j++)
{
smoothedContours[i].push_back(Point2f(xSmooth[j],ySmooth[j]));
}
}
与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…