fjafjan/Tracker
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## DONE ## Think of a solution to the "moving" problem, I was the algorithm to be stable, not oscillate etc ## Implement said solution ## Implement a "going back and forth" functionality (so that when we get close to the edge it will turn back) ## I probably need to find a way of "shrinking" the image as mentioned by Anton. What was it very fast? ## Implement the position tracking currently written in LABVIEW ## Talk to the pump to reverse etc (and when to do that etc) ## Print time data to benchmar.txt to allow more easily what takes most time to work on the right thing. ## Fix vertical corrections in velocity, our particle must be able to move up and down as well as left and right ## Save the speed between rounds and compare it to calculating it each time. This seems like a more stable way of doing things. ## Implement static noise reduction ## Implmement momentum ## Easy mode: feed in rod vel and the difference between the vels is bad ## !!!! Hopefully done? Let's reviewHard mode: As ez but also compensate for your correction vel ## Improve particle detection ## Go slower, this means the particle will move less fast and your low frame rate won't be as harmful. ## Add a larger penalty to moving. ## Remove the middle badness once a few iterations have passed. ## Remove velocity punishment now that we have momentum maybe? ## Add a size badnesS? Meassure the size the first 10 iterations, then form an average ## The modified average will have the form ((old_average*iterations-1) + current_size)/(iterations) ## Improve speed corrections ## Find a better speed correction ## Integral correction. That is really the main problem, we need to have integralverkan. ## Turns out the main problem was the stupid step engine v_v ## Print the expected and actual location of the particle to see if there are any bugs with the momentum calculations. ## LEFT TODO: ## Improve particle detection ## Implement Antons flood fill algorithm ## Tweak the parameters for badness, as well as the Canny Parameters ## Add together adjacent contours if they are where the particle was last? ## I guess I could redefine my badness thing as a function and test if the combined particle would be less bad than the individual? ## CRAZY: For a given level of zoom, map the entire channel, three frames high. ## 0.4315000000000002 is my approximate step length of one screen ## Notice is the real particle has disappeared. If so we want to skip this turn and go to the next. ## How to "know" if a particle is gone. Maybe check if the best particle is further than X from the expected location? If so ## Fix the general particle detection. ## How is it that two particles can have the same rank? ## Meassure tube expansion again. ## Why does particle finding take so long sometimes? ## FOR REPORT ## WRITE DOWN AN EQUATION DESCRIBING THE FORCE AS A FUNCTION OF THE AMOUNT OF AIR IN THE CHANNEL ## ALWAYS LEFT TODO :D ## Find good/better values for paramters ( :/ ) ## !!!IDEA!! ## Use the better rod tracking Anton has implemented that can track the particles with very very high accuracy after the fact. ## This algorithm can be used for supervised learning to find good parameter values, look at tons and tons of data. ## Refactor the code some more, I should probably create some fuctions for some of these "sections" like init