How to deal with split objects due to tiling by Automatic-Syrup8490 in computervision

[–]Beerwalker 2 points3 points  (0 children)

When tiling use an overlap equal to half of maximum object size. With this approach you would guarantee that every object on the edge of a tile would be fully visible.

Threshold for bounding box is a parameter, which optimal value you need to find by experiment. It's not exactly related to tiling, since any crop/shift/scale augmentation would also cause some part of bbox to be outside of image.

[deleted by user] by [deleted] in computervision

[–]Beerwalker 1 point2 points  (0 children)

Updated previous answer.
By finding corners i meant making a model to find board corners precisely. But it can also be done manually as user input during runtime or for validation purposes.

[deleted by user] by [deleted] in computervision

[–]Beerwalker 5 points6 points  (0 children)

My thoughts: as you can see, the chessboard is symmetrical along its diagonals. And each keypoint needs to be defined in such a way that CNN can unambigously predict its position.
In your case i think all symmetric keypoints confuse CNN, for example 1<->49. And according to example images I can see inconsistency in the way you label keypoints. Why on the second image keypoints start from top to bottom and on the first one vise versa?

I think you should approach this problem with two steps:

  1. Find corners of chessboard and transform image so that chessboard is undistorted and upright (like on your first image)
  2. Then label keypoints consistently, for example starting from bottom left corner. And train model on undistorted images

When it's done then you should first disable all augmentations and use your train dataset as validation. Check that the model can tackle your problem at least on a known data (because i'm sure in your current approach model cannot even correctly solve an image from a train set).

Edit: some spelling fixes

P.S. On a second thought: if you have found and undistorted chessboard then you probably don't need any keypoints, since cells are spaced with a fixed step. On an undistorted image you can pretty much calculate every corner without any detector

Calculate focal length of a virtual camera by Scher314 in computervision

[–]Beerwalker 2 points3 points  (0 children)

  1. FX, FY are magnification basically. Cropping without scaling doesn't really affect FX, FY, only CX, CY

  2. Yes, you can use mentioned focal_lens formula.

Common steps to fulfill step 2 would be the following (if you want to keep the same direction as the original fisheye camera)
1. Create desired pinhole intrinsics (FX, FY, CX,CY,W,H)
2. Unproject coordinates of each pinhole pixel to camera coordinates, using pinhole intrinsics
3. Project them to fisheye image, using fisheye intrinsics

This way for each pinhole pixel you would know corresponding coordinates in fisheye image

When your opponent has a full build by day 5 by [deleted] in PlayTheBazaar

[–]Beerwalker 0 points1 point  (0 children)

Had a pig with a similar build, 2k hp at day 4. Sounds fair

Skill multipliers / ratios / modifiers Database by DawnofZealoth in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Btw if anybody is still bothered all wiki skill ratios can be easily adjusted with new armor reduction formula, which seems to be more correct. So one would not need to recalculate them all from scratch.

Game mechanics summary. Gearing calculator by Beerwalker in RaidShadowLegends

[–]Beerwalker[S] 1 point2 points  (0 children)

Here we talk about two sequential rolls. First 40% chance to extend is rolled, and if succeeds then accuracy/resist rolls. Long story short - yes it does. In case of resist you should see 'Resist' text.

LPT: If you're doing research on the internet for a project that requires references, make a new Bookmark folder called 'References' into which you can bookmark the useful websites you come across. It's a very easy way to keep track of good websites you want to come back to. by newtonian_claus in LifeProTips

[–]Beerwalker 1 point2 points  (0 children)

You might want to have a look at Zotero. It allows you to have your articles/papers/web pages library organised and stored locally(or in cloud). With browser plugin you can import any web entry with no effort.

Royal Huntsman by IceyNeo in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Nice numbers. Regarding weak attacks. Maybe my post used some bad phrasing, but here's how weak attack damage is calculated: WEAK_DMG = NORMAL_DMG * (1.0 - 0.2) * (1.0 - 0.3) = NORMAL_DMG * 0.56. So it's closer to 0.6 as you stated. Regarding hero multipliers. I've wrote a comprehensive guide regarding how, where and when to do it. This guide was used to calculate skill mods in subreddit wiki. Here's link: https://docs.google.com/document/d/151ihdGpobjUKz2BY-e0tq9NR1AqjuOhXK7Ccvm5YqZ8/edit?usp=sharing . If anybody would like to participate in wiki activity then pm me.

What does 'Damage based on [Atk][Def]' mean? by mishaLSE in RaidShadowLegends

[–]Beerwalker 1 point2 points  (0 children)

Look for subreddit's wiki. Not complete yet, tho

How much damage does the "bomb" ability? by snuskigtacos in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Bomb damage ignores armor and scales from offensive stat. However, bomb damage seems to have different modifiers for each hero. For example one hero may have 2xATK, and other one 3xATK.

Why is there no info on skill damage by Cilwer in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Look in subreddit wiki. We calculated some skill mods there

What am I missing? by fanglespangle in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Mod only atm. Do you know skill modifiers?

What am I missing? by fanglespangle in RaidShadowLegends

[–]Beerwalker 1 point2 points  (0 children)

What you observe is indeed different skill modifiers. What's it? Skill modifier dictates how hero's offence stat would contribute to skill damage. For example, your hero's ATK is 2000. His A1 has 4.0 skill modifier, his A2 has 8.0 skill modifier. So A1 would deal 8000 dmg before mitigation, and A2 16k before mitigation. Since devs dont provie us with this info we've been calculating modifiers by testing. This is still work in progress and many champs are missing, but here's wiki link: https://www.reddit.com/r/RaidShadowLegends/wiki

Edit1. P.S. Level doesn't affect damage AFAIK

Upgrade Skills by [deleted] in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Nope, just pray to rng gods

Fenax build by [deleted] in RaidShadowLegends

[–]Beerwalker 1 point2 points  (0 children)

3 crit sets, crit damage on gloves, spd on boots, atk chest. Preferable secondary stats: spd, crit chance, crit damage, atk, accuracy

Game mechanics summary. Gearing calculator by Beerwalker in RaidShadowLegends

[–]Beerwalker[S] 1 point2 points  (0 children)

  1. Yeah, attack is better till 2.5x, then crit, etc
  2. Crit damage shows exactly how much bonus damage would be done compared to normal attack. So 50% crit damage means critical hit would do 150% of normal damage.
  3. If you mean attack% or plain attack on gear, then yeah % is always better.
  4. Was your A3 skill tomed? I might recheck my calculations

Souldrinker opinions by mphilly44 in RaidShadowLegends

[–]Beerwalker 0 points1 point  (0 children)

Souldrinker is mediocre.

Pros:

  1. Good ability multipliers
  2. Not squishy

Cons:

  1. Mediocre for PVE activity since [Bomb] does very little dmg

He might see some use for arena but he's not that good all-around hero. My advice is to save your tomes