Rotate selected
The "winning" area is moved to the bottom right of the frame buffer, and the rotation is performed at the top left quater of the screen. Instead of intensive and slow trigonometric calculation, lookup tables are used again.



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0. Home
H. Hardware
L. Lighting
1. Frame fetch
2. Ball locate
3. Stretching
4. Unsharp mask
5. Component selection
6. Holes and scratches
7. Component shrink
8. Invert selection
9. Component list
10. Select best circle
11. Angle detection
12. Rotate selected
13. Select broad lines
14. Selected components list
15. Components scaling
16. Histogram
17. MSE and voting
C. Conclusion