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Tags: Generator, Caricature, Auto, Auto Caricature Generator,
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Auto Caricature Generator
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.docx   1458358442-FinalDocument.docx (Size: 121.39 KB / Downloads: 6)



Abstract:
This student project involved producing a software package that takes a picture of your face and turns it into a cartoon drawing. The system works like a human cartoonist, exaggerating the differences between the person's face that they are drawing and the average face. So for example if you have slightly larger than normal ears then a cartoonist will draw them even larger. This project involves the development of Auto Cartoon Generator, a software tool to generate caricature (cartoon) of the photographs. This project implements Non-Photorealistic Rendering techniques and the concept of the Golden ratio. This is a GUI based tool. This works as follows---It takes any photograph as input, implements NPR and Golden ratio techniques and gives the caricature of the photograph. This tool provides the users with various options like altering the generated cartoon, adding caption, removing noise, saving the image as .jpg, .xml. etc., .JAVA is implemented to generate the source code.



SYSTEM ANALYSIS

Proposed System: Proposed system is an automated application where we can create the caricature of the image based on some techniques.

1. SOFTWARE SPECIFICATION

JDK 1.5
Java Swing

2. HARDWARE SPECIFICATION

Hard disk : 40 GB
RAM : 256 MB or more
Processor Speed : 3.00GHz
Processor : Pentium III Processor or more


12. SOFTWARE DESCRIPTION

ABOUT JAVA
Java is a programming language originally developed by Sun Microsystems and released in 1995 as a core component of Sun Microsystems' Java platform. The language derives much of its syntax from C and C++ but has a simpler object model and fewer low-level facilities. Java applications are typically compiled to bytecode that can run on any Java virtual machine (JVM) regardless of computer architecture.
One characteristic of Java is portability, which means that computer programs written in the Java language must run similarly on any supported hardware/operating-system platform. One should be able to write a program once, compile it once, and run it anywhere.
This is achieved by compiling the Java language code, not to machine code but to Java bytecode – instructions analogous to machine code but intended to be interpreted by a virtual machine (VM) written specifically for the host hardware. End-users commonly use a JRE installed on their own machine, or in a Web browser.
Standardized libraries provide a generic way to access host specific features such as graphics, threading and networking. In some JVM versions, bytecode can be compiled to native code, either before or during program execution, resulting in faster execution.
A major benefit of using bytecode is porting. However, the overhead of interpretation means that interpreted programs almost always run more slowly than programs compiled to native executables would, and Java suffered a reputation for poor performance. This gap has been narrowed by a number of optimization techniques introduced in the more recent JVM implementations.
One such technique, known as (just-in-time compilation) JIT, translates Java bytecode into native code the first time that code is executed, then caches it. This result in a program that starts and executes faster than pure interpreted code can, at the cost of introducing occasional compilation overhead during execution. More sophisticated VMs also use dynamic recompilation, in which the VM analyzes the behavior of the running program and selectively recompiles and optimizes parts of the program. Dynamic recompilation can achieve optimizations superior to static compilation because the dynamic compiler can base optimizations on knowledge about the runtime environment and the set of loaded classes, and can identify hot spots - parts of the program, often inner loops, that take up the most execution time. JIT compilation and dynamic recompilation allow Java programs to approach the speed of native code without losing portability.
Another technique, commonly known as static compilation, or ahead-of-time (AOT) compilation, is to compile directly into native code like a more traditional compiler. Static Java compilers translate the Java source or bytecode to native object code. This achieves good performance compared to interpretation, at the expense of portability; the output of these compilers can only be run on a single architecture. AOT could give Java something like performance, yet it is still not portable since there are no compiler directives, and all the pointers are indirect with no way to micro manage garbage collection.
Java's performance has improved substantially since the early versions, and performance of JIT compilers relative to native compilers has in some tests been shown to be quite similar. The performance of the compilers does not necessarily indicate the performance of the compiled code; only careful testing can reveal the true performance issues in any system.
One of the unique advantages of the concept of a runtime engine is that errors (exceptions) should not 'crash' the system. Moreover, in runtime engine environments such as Java there exist tools that attach to the runtime engine and every time that an exception of interest occurs they record debugging information that existed in memory at the time the exception was thrown (stack and heap values). These Automated Exception Handling tools provide 'root-cause' information for exceptions in Java programs that run in production, testing or development environments.



Swing is a platform-independent, Model-View-Controller GUI framework for Java. It follows a single-threaded programming model, and possesses the following traits:
Platform independence
Swing is platform independent both in terms of its expression (Java) and its implementation (non-native universal rendering of widgets).
Extensibility
Swing is a highly partitioned architecture, which allows for the "plugging" of various custom implementations of specified framework interfaces: Users can provide their own custom implementation(s) of these components to override the default implementations. In general, Swing users can extend the framework by extending existing (framework) classes and/or providing alternative implementations of core components.
Component-oriented
Swing is a component-based framework. The distinction between objects and components is a fairly subtle point: concisely, a component is a well-behaved object with a known/specified characteristic pattern of behaviour. Swing objects asynchronously fire events, have "bound" properties, and respond to a well-known set of commands (specific to the component.) Specifically, Swing components are Java Beans components, compliant with the Java Beans Component Architecture specifications.
Customizable
Given the programmatic rendering model of the Swing framework, fine control over the details of rendering of a component is possible in Swing. As a general pattern, the visual representation of a Swing component is a composition of a standard set of elements, such as a "border", "inset", decorations, etc. Typically, users will programmatically customize a standard Swing component (such as a JTable) by assigning specific Borders, Colors, Backgrounds, opacities, etc., as the properties of that component. The core component will then use these property (settings) to determine the appropriate renderers to use in painting its various aspects. However, it is also completely possible to create unique GUI controls with highly customized visual representation.
Configurable
Swing's heavy reliance on runtime mechanisms and indirect composition patterns allows it to respond at runtime to fundamental changes in its settings. For example, a Swing-based application can change its look and feel at runtime. Further, users can provide their own look and feel implementation, which allows for uniform changes in the look and feel of existing Swing applications without any programmatic change to the application code.
Lightweight UI
Swing's configurability is a result of a choice not to use the native host OS's GUI controls for displaying itself. Swing "paints" its controls programmatically through the use of Java 2D APIs, rather than calling into a native user interface toolkit. Thus, a Swing component does not have a corresponding native OS GUI component, and is free to render itself in any way that is possible with the underlying graphics APIs.
However, at its core every Swing component relies on an AWT container, since (Swing's) JComponent extends (AWT's) Container. This allows Swing to plug into the host OS's GUI management framework, including the crucial device/screen mappings and user interactions, such as key presses or mouse movements. Swing simply "transposes" its own (OS agnostic) semantics over the underlying (OS specific) components. So, for example, every Swing component paints its rendition on the graphic device in response to a call to component.paint(), which is defined in (AWT) Container. But unlike AWT components, which delegated the painting to their OS-native "heavyweight" widget, Swing components are responsible for their own rendering.
This transposition and decoupling is not merely visual, and extends to Swing's management and application of its own OS-independent semantics for events fired within its component containment hierarchies. Generally speaking, the Swing Architecture delegates the task of mapping the various flavors of OS GUI semantics onto a simple, but generalized, pattern to the AWT container. Building on that generalized platform, it establishes its own rich and complex GUI semantics in the form of the JComponent model. A review of the source of Container. java and JComponent.java classes is recommended for further insights into the nature of the interface between Swing's lightweight components and AWT's heavyweight widgets.

Loosely-Coupled/MVC
The Swing library makes heavy use of the Model/View/Controller software design pattern, which conceptually decouples the data being viewed from the user interface controls through which it is viewed. Because of this, most Swing components have associated models (which are specified in terms of Java interfaces), and the programmer can use various default implementations or provide their own. The framework provides default implementations of model interfaces for all of its concrete components.
Typically, Swing component model objects are responsible for providing a concise interface defining events fired, and accessible properties for the (conceptual) data model for use by the associated JComponent. Given that the overall MVC pattern is a loosely-coupled collaborative object relationship pattern, the model provides the programmatic means for attaching event listeners to the data model object. Typically, these events are model centric (ex: a "row inserted" event in a table model) and are mapped by the JComponent specialization into a meaningful event for the GUI component.
For example, the JTable has a model called TableModel that describes an interface for how a table would access tabular data. A default implementation of this operates on a two-dimensional array.
The view component of a Swing JComponent is the object used to graphically "represent" the conceptual GUI control. A distinction of Swing, as a GUI framework, is in its reliance on programmatically-rendered GUI controls (as opposed to the use of the native host OS's GUI controls). This distinction is a source of complications when mixing AWT controls, which use native controls, with Swing controls in a GUI.
Finally, in terms of visual composition and management, Swing favors relative layouts (which specify the positional relationships between components) as opposed to absolute layouts (which specify the exact location and size of components). This bias towards "fluid"' visual ordering is due to its origins in the applet operating environment that framed the design and development of the original Java GUI toolkit. (Conceptually, this view of the layout management is quite similar to that which informs the rendering of HTML content in browsers, and addresses the same set of concerns that motivated the former.)
Look and feel
Swing allows one to specialize the look and feel of widgets, by modifying the default (via runtime parameters), deriving from an existing one, by creating one from scratch, or, beginning with J2SE 5.0, by using the skinnable synth Look and Feel (see Synth Look and Feel), which is configured with an XML property file. The look and feel can be changed at runtime, and early demonstrations of Swing frequently provided a way to do this.
Relationship to AWT
Since early versions of Java, a portion of the Abstract Window Toolkit (AWT) has provided platform-independent APIs for user interface components. In AWT, each component is rendered and controlled by a native peer component specific to the underlying windowing system.
By contrast, Swing components are often described as lightweight because they do not require allocation of native resources in the operating system's windowing toolkit. The AWT components are referred to as heavyweight components.
Much of the Swing API is generally a complementary extension of the AWT rather than a direct replacement. In fact, every Swing lightweight interface ultimately exists within an AWT heavyweight component because all of the top-level components in Swing (JApplet, JDialog, JFrame, and JWindow) extend an AWT top-level container. However, the use of both lightweight and heavyweight components within the same window is generally discouraged due to Z-order incompatibilities.
The core rendering functionality used by Swing to draw its lightweight components is provided by Java 2D, another part of JFC.
Module:
1. Main Module
2. Caricature Generator
3. Morpher
Main Module: In this module we design an interface to access this application.
Caricature Module: In this module we implement Rendering Techniques and the concept of the Golden Ration to generate caricature.
Morpher: In this module application access any kind of image and display its caricature as output.
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