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Mapping Images on Spherical Surfaces Using C#

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15 Jul 2016GPL31 min read 164K   2.8K   93   41
Mapping images on spherical surfaces using C#

Introduction

This article describes how to map a flat 2D image (JPG, BMP, or GIF) on a sphere by using basic algebra.

The process is very simple where the x axis of the image will be mapped on sphere longitudes and the y axis of the image will be mapped on sphere latitudes.

The process of mapping is similar to proportion equations x-x0/y-y0 = px-x0/py-y0

C#
public static double MapCoordinate(double i1, double i2, double w1,
    double w2, double p)
{
    return ((p - i1) / (i2 - i1)) * (w2 - w1) + w1;
}

Screenshot - worldmap4.gif
Original image

Screenshot - mapping.png
Resulting image

Background

A Sphere Can Be Represented by Spherical Coordinates in R3

  • radius
  • phi (latitude angle)
  • theta (longitude angle)

Image 2

  • Where radius is a constant, phi=[-PI/2,PI/2], and theta=[0,2*PI]

     

To Find the Cartesian Coordinates from Spherical Coordinates

  • x = radius * sin(phi) * cos(theta)
  • y = radius * sin(phi) * sin(theta)
  • z = radius * cos(theta)
C#
double phi0 = 0.0;
double phi1 = Math.PI;
double theta0 = 0.0;
double theta1 = 2.0*Math.PI;

The Code

At first we code the image loading

C#
System.Drawing.Image image1 = new Bitmap(Server.MapPath(
    "./images/worldmap4.gif"));
Bitmap imgBitmap = new Bitmap(image1);

Now we make a loop through the 2 dimensions of the image, map phi and theta angles from image coordinates, get the cartesian 3D coordinates from phi and theta, provide some rotation to the obtained 3D points and plot them with respective image color:

C#
for (int i = 0; i < imgBitmap.Width; i++)
     {
     for (int j = 0; j < imgBitmap.Height; j++)
          {
          // map the angles from image coordinates
          double theta = Algebra.MapCoordinate(0.0, imgBitmap.Width - 1,
              theta1, theta0, i);
          double phi = Algebra.MapCoordinate( 0.0, imgBitmap.Height - 1,phi0,
              phi1, j);
          // find the cartesian coordinates
          double x = radius * Math.Sin(phi) * Math.Cos(theta);
          double y = radius * Math.Sin(phi) * Math.Sin(theta);
          double z = radius * Math.Cos(phi);
          // apply rotation around X and Y axis to reposition the sphere
          RotX(1.5, ref y, ref z);
          RotY(-2.5, ref x, ref z);
          // plot only positive points
          if (z > 0)
               {
               Color color = imgBitmap.GetPixel(i, j);
               Brush brs = new SolidBrush(color);
               int ix = (int)x + 100;
               int iy = (int)y + 100;
               graphics.FillRectangle(brs, ix, iy, 1, 1);
               brs.Dispose();
              }
          }
     }

The Rotation Functions [almost forgot]

Actually I made a 3D Math class, but here you will need only these functions

C#
public static void RotX(double angle, ref double y, ref double z)
     {
     double y1 = y * System.Math.Cos(angle) - z * System.Math.Sin(angle);
     double z1 = y * System.Math.Sin(angle) + z * System.Math.Cos(angle);
     y = y1;
     z = z1;
     }
public static void RotY(double angle, ref double x, ref double z)
     {
     double x1 = x * System.Math.Cos(angle) - z * System.Math.Sin(angle);
     double z1 = x * System.Math.Sin(angle) + z * System.Math.Cos(angle);
     x = x1;
     z = z1;
     }
public static void RotZ(double angle, ref double x, ref double y)
     {
     double x1 = x * System.Math.Cos(angle) - y * System.Math.Sin(angle);
     double y1 = x * System.Math.Sin(angle) + y * System.Math.Cos(angle);
     x = x1;
     y = y1;
     }

See sample

License

This article, along with any associated source code and files, is licensed under The GNU General Public License (GPLv3)


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Comments and Discussions

 
AnswerRe: Why? Pin
andalmeida24-Jul-07 2:39
andalmeida24-Jul-07 2:39 
AnswerRe: Why? Pin
andalmeida25-Jul-07 5:57
andalmeida25-Jul-07 5:57 
AnswerRe: Why? Pin
Paul Selormey25-Jul-07 6:24
Paul Selormey25-Jul-07 6:24 
AnswerRe: Why? Pin
Johnno7430-Jul-07 13:39
Johnno7430-Jul-07 13:39 
AnswerRe: Why? Pin
Patrick Etc.31-Jul-07 9:55
Patrick Etc.31-Jul-07 9:55 
GeneralRe: Why? Pin
andalmeida31-Jul-07 9:58
andalmeida31-Jul-07 9:58 
GeneralRe: Why? Pin
Patrick Etc.31-Jul-07 10:17
Patrick Etc.31-Jul-07 10:17 
GeneralRe: Why? Pin
Werdna13-Aug-07 4:57
Werdna13-Aug-07 4:57 
yes, you'd run into problems if you "new" a lot of GDI resources without disposing them.
Best approach is to use "using", then even if you get exception in your code, your resoures will be disposed.

using (Brush brush = new SolidBrush(...))
{
use brush
}

also, since you'r drawing onto bitmap, it would be faster to juse use bitmap.SetPixel() instead of FillRect with 1 pixel rectangle.
Jokesweet Pin
Ben Daniel23-Jul-07 18:10
Ben Daniel23-Jul-07 18:10 
AnswerRe: sweet Pin
andalmeida24-Jul-07 3:53
andalmeida24-Jul-07 3:53 
GeneralRe: sweet Pin
N.L. Neilson2-Aug-07 11:01
N.L. Neilson2-Aug-07 11:01 
GeneralRe: sweet Pin
andalmeida2-Aug-07 11:03
andalmeida2-Aug-07 11:03 
GeneralRe: sweet Pin
andalmeida2-Aug-07 11:17
andalmeida2-Aug-07 11:17 
GeneralRe: sweet Pin
N.L. Neilson2-Aug-07 11:51
N.L. Neilson2-Aug-07 11:51 
GeneralRe: sweet Pin
andalmeida2-Aug-07 11:51
andalmeida2-Aug-07 11:51 
GeneralRe: sweet Pin
N.L. Neilson2-Aug-07 13:48
N.L. Neilson2-Aug-07 13:48 
GeneralRe: sweet Pin
skyscanner10-Feb-19 5:59
skyscanner10-Feb-19 5:59 

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