let a = int (e.A + 0.5)
cx - a, cy - a, cx + a, cy + a
- // 1) Remove ellipses touching the edges.
let w = float fg.Width
let h = float fg.Height
- let ellipsesInside = ellipses |> List.map (fun e -> EllipseFlaggedKd (e, Removed = e.isOutside w h))
- // 2) Associate touching ellipses with each ellipses.
- let tree = KdTree.Tree.BuildTree ellipsesInside
+ let ellipses = ellipses |> List.map EllipseFlaggedKd
+
+ // 1) Associate touching ellipses with each ellipses.
+ let tree = KdTree.Tree.BuildTree ellipses
let neighbors (e: Ellipse) : (EllipseFlaggedKd * PointD * PointD) list =
tree.Search (searchRegion e)
// We only keep the ellipses touching 'e'.
| _ ->
None )
- let ellipsesWithNeigbors = ellipsesInside |> List.choose (fun e -> if e.Removed then None else Some (e, neighbors e))
+ let ellipsesWithNeigbors = ellipses |> List.choose (fun e -> if e.Removed then None else Some (e, neighbors e))
- // 3) Remove ellipses with a lower percentage of foreground.
- for e, neighbors in ellipsesWithNeigbors do
+ // 2) Remove ellipses with a lower percentage of foreground. (taken from the lower score to the highest).
+ for e, neighbors in List.rev ellipsesWithNeigbors do
let minX, minY, maxX, maxY = ellipseWindow e
let mutable totalElement = 0
for y in (if minY < 0 then 0 else minY) .. (if maxY >= fg.Height then fg.Height - 1 else maxY) do
for x in (if minX < 0 then 0 else minX) .. (if maxX >= fg.Width then fg.Width - 1 else maxX) do
let yf, xf = float y, float x
- if e.Contains xf yf && neighbors |> List.forall (fun (otherE, _, _) -> not <| otherE.Contains xf yf)
+ if e.Contains xf yf && neighbors |> List.forall (fun (otherE, _, _) -> otherE.Removed || not <| otherE.Contains xf yf)
then
totalElement <- totalElement + 1
if fg.Data.[y, x, 0] > 0uy
then
e.Removed <- true
+ // 3) Remove ellipses touching the edges.
+ for e in ellipses do
+ if e.isOutside w h then e.Removed <- true
+
// 4) Remove ellipses with little area.
for e, neighbors in ellipsesWithNeigbors do
if not e.Removed