File:Attraction zones of Laguerre's.png
Summary
| Description |
Polski: Strefy przyciągania metody Laguerre'a
English: Attraction zones of Laguerre's method |
| Date | |
| Source | Own work |
| Author | Borneq |
Source Code
C++
This is the complete C++ source code for image generation using OpenCV version 2.4.13.
#include "opencv2/imgproc/imgproc.hpp"
#include "opencv2/imgproc/types_c.h"
#include "opencv2/highgui/highgui.hpp"
#include "opencv2/highgui/highgui_c.h"
#include "opencv2/core/core.hpp"
using namespace cv;
/* complex
mul: (a + bi)(c + di) = (ac - bd) + (bc + ad)i
div (a + bi)/(c + di) = ((ac + bd) + (bc - ad)i)/(c^2 + d^2)
*/
void hornerZ(double &resRe, double &resIm, double xRe, double xIm, int n, double *P)
{
resRe = P[n];
resIm = 0;
for (int i = n - 1; i >= 0; i--)
{
double origResRe = resRe;
resRe = (resRe*xRe - resIm*xIm);
resIm = resIm*xRe + origResRe*xIm;
resRe += P[i];
}
}
void dhornerZ(double &resRe, double &resIm, double a, double b, int n, double *P)
{
resRe = P[n] * n;
resIm = 0;
for (int i = n - 1; i >= 1; i--)
{
double origResRe = resRe;
resRe = (resRe*a - resIm*b);
resIm = resIm*a + origResRe*b;
resRe += P[i] * i;
}
}
void d2hornerZ(double &resRe, double &resIm, double a, double b, int n, double *P)
{
resRe = P[n] * n * (n - 1);
resIm = 0;
for (int i = n - 1; i >= 2; i--)
{
double origResRe = resRe;
resRe = (resRe*a - resIm*b);
resIm = resIm*a + origResRe*b;
resRe += P[i] * i *(i - 1);
}
}
int LaguerreZ(double &resRe, double &resIm, double xRe, double xIm, int n, double *P)
{
int loopCnt = 0;
while (true)
{
double hRe, hIm;
hornerZ(hRe, hIm, xRe, xIm, n, P);
double dhRe, dhIm;
dhornerZ(dhRe, dhIm, xRe, xIm, n, P);
if (sqrt(hRe*hRe + hIm*hIm) < DBL_EPSILON*sqrt(dhRe*dhRe + dhIm*dhIm)) break;
double GRe, GIm;
double denomh = hRe*hRe + hIm*hIm;
GRe = (dhRe*hRe + dhIm*hIm) / denomh;
GIm = (dhIm*hRe - dhRe*hIm) / denomh;
double G2Re, G2Im;
G2Re = GRe*GRe - GIm*GIm;
G2Im = 2 * GRe * GIm;
double d2hRe, d2hIm;
d2hornerZ(d2hRe, d2hIm, xRe, xIm, n, P);
double GRe2, GIm2;
GRe2 = (d2hRe*hRe + d2hIm*hIm) / denomh;
GIm2 = (d2hIm*hRe - d2hRe*hIm) / denomh;
double HRe, HIm;
HRe = G2Re - GRe2;
HIm = G2Im - GIm2;
double vRe, vIm;
vRe = (n - 1)*(n*HRe - G2Re);
vIm = (n - 1)*(n*HIm - G2Im);
double modv = sqrt(vRe*vRe + vIm*vIm);
double sRe, sIm;
sRe = sqrt((modv + vRe) / 2);
sIm = sqrt((modv - vRe) / 2);
if (vIm < 0) sIm = -sIm;
double denom1Re, denom1Im;
denom1Re = GRe + sRe;
denom1Im = GIm + sIm;
double denom2Re, denom2Im;
denom2Re = GRe - sRe;
denom2Im = GIm - sIm;
double denomRe, denomIm;
if (denom1Re*denom1Re + denom1Im*denom1Im > denom2Re*denom2Re + denom2Im*denom2Im)
{
denomRe = denom1Re;
denomIm = denom1Im;
}
else
{
denomRe = denom2Re;
denomIm = denom2Im;
}
double aRe, aIm;
double denoma = denomRe*denomRe + denomIm*denomIm;
aRe = n*denomRe / denoma;
aIm = -n*denomIm / denoma;
if (sqrt(aRe*aRe + aIm*aIm) < 2 * DBL_EPSILON*sqrt(xRe*xRe + xIm*xIm))
{
xRe -= 0.5*aRe;
xIm -= 0.5*aIm;
break;
}
xRe -= aRe;
xIm -= aIm;
loopCnt++;
}
resRe = xRe;
resIm = xIm;
return loopCnt;
}
Mat src;
const int degP = 4;
double P[degP+1] = { 1,4,3,2,1 }; //x^4 + 2*x^3 + 3*x^2 + 4*x + 1
double roots[degP][2] = {
{ -0.3092124060750119,0 },{ -1.487258116300765,0 },
{ -0.1017647388121114, 1.471098423067639 },
{ -0.1017647388121114, -1.471098423067639 } };
int findNearestRoot(double xRe, double xIm)
{
double minDist = INFINITY;
int choose = -1;
for (int i = 0; i < degP; i++)
{
double dRe = xRe - roots[i][0];
double dIm = xIm - roots[i][1];
double Dist = dRe*dRe + dIm*dIm;
if (Dist < minDist)
{
minDist = Dist;
choose = i;
}
}
return choose;
}
double colors[degP][3] = { {0, 255, 255},{0, 0, 255},{255, 0, 255},{255, 255, 0}};
int main()
{
const int matX = 512, matY = 512;
double ScaleX = 100/3.0;
double ScaleY = ScaleX;
double centerX = -4;
double centerY = 0;
Mat mat(matY, matX, CV_8UC3);
Vec3b color;
for (int i = 0; i < matY; i++)
for (int j = 0; j < matX; j++)
{
double xRe, xIm;
xRe = (j-matX/2)/ScaleX + centerX;
xIm = (i-matY/2)/ScaleY + centerY;
LaguerreZ(xRe, xIm, xRe, xIm, degP, P);
int numColor = findNearestRoot(xRe, xIm);
color = Vec3b(colors[numColor][0], colors[numColor][1], colors[numColor][2]);
mat.at<Vec3b>(i, j) = color;
}
for (int i = 0; i < degP; i++)
{
Rect R;
R.x = (roots[i][0] - centerX) * ScaleX + matX / 2 - 2;
R.y = (roots[i][1] - centerY) * ScaleY + matY / 2 - 2;
R.height = 4;
R.width = 4;
rectangle(mat, R, Scalar(colors[i][0] * 0.78, colors[i][1] * 0.78, colors[i][2]*0.78), 2, 2, 0);
}
imshow("mat", mat);
cvWaitKey(0);
return 0;
}
Licensing
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| Annotations | This image is annotated: View the annotations at Commons |