# Graphic Manipulation: Nonlinear Magnification ("fisheye views", "distortion-oriented presentation", or "focus+context")

Hi all,
back with another question about magnification.  straight forward magnification in easy, but i wanted to look into "nonlinear magnification" a bit, but can not find any routines/algorithms/etc to even play with.  here is one of the links i have been looking at:

http://www.cs.indiana.edu/hyplan/tkeahey/research/nlm/nlm.html

maybe i missed something.  pay special attention to

http://www.cs.indiana.edu/hyplan/tkeahey/research/nlm/images/introImage.gif

this is something i would very much like to learn how to do.  it looks like you could apply a lookup table to a grabbed image and get the right effect, but unfortunately i have not been able to find one of those either.  maybe a modified "magnifying glass" lookup table?

also, assuming i do find a lookup table, is there a fast way to apply one to a bitmap?
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Per recommendation

PashaMod
CS Moderator @Experts Exchange
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Commented:
I've looked at this in the past (with better and worse results) and what I did was to come up with a function that translates the destination position to a position on the source image. You probably already know that. What I've always used is the trig functions SIN and COS and (this is off the top of my head so no promises) done something like this:

CONST
...

IF x < (Dest.Width DIV 2)
THEN
sx := ROUND((Dest.Width DIV 2) * COS(deg2rad * (90 - (x / Dest.Width DIV 2))))
ELSE
sx := (Dest.Width DIV 2) + ROUND((Dest.Width DIV 2) * COS(deg2rad * (90 - (x / Dest.Width DIV 2))));

IF (sx < 0) OR (sx > Dest.Width) //Check that the pixel is not off the edge of the image
THEN
Dest.Pixels[x, y] := clSilver  //Pixel out of range - Blank it
ELSE
Dest.Pixels[x, y] := Source[sx, y];

That only demonstrates scaling in one direction but once you've got it working happily in one direction you simpyl apply the same scaling process to the y value and it should give you a fisheye lens effect. Apologies for using Pixels but I can't remember the scanline code off the top of my head (besides which, pixels are easier to debug. I will work with scanlines though)

Hope that's some help (probably won't be though)

The neil =:)
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Commented:
listening
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Author Commented:
The Neil,
Sorry I took so long to get back to you.  I had a chance to mess around with the above code and after a bit to tweaking I got it to compile.  I tried it on a number of different size images and it never seemed to produce the right kind of effect.

I've found a few different pieces of code to do whats called a 'lens effect' in the demo scene.  So far only one looks promising.  Ofcourse this isn't *exactly* the effect I wanted, but maybe with some tweaking it will work for my purposes.

If either of you would like to see this code, tell me and I will either post a link to it or send you the files directly to mess around with.  I haven't had much luck 'ripping' the code that I want to use from it (mainly because I don't know how it works yet), but I haven't really taken the time to study it in depth.  Maybe one of you could figure it out for me :)  If you interested, comment.

-felonious
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Commented:
Felonius,

I'd be interested in having a look at the code (TheNeil@Eudoramail.com). Mine is awkward at the best of times and lacks any sort of control. It does work but probably isn't what you were after in the first place

The Neil =:)
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Author Commented:
I've sent the neil two program sources I had found a few days ago.  if anyone else would like to look at them, feel free to comment here with your email address and I will be happy to send you them.  The first source achieves the same effect you see in the above link:

http://www.cs.indiana.edu/hyplan/tkeahey/research/nlm/images/introImage.gif

the second is much faster but does something a bit different (it's called a lens effect)

felonious
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No comment has been added lately, so it's time to clean up this TA.
I will leave a recommendation in the Cleanup topic area that this question is:

To be PAQ/Refund

Thank you,
Russell

EE Cleanup Volunteer
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