Comments (1)
Hi! My benchmark process was very basic. I run the thinning algorithm once to get the thinned image first (without recording time), then repeatedly trace the thinned image 1000 times in a loop (recording the time). My c# implementation was tested in Unity3D. I don't have that piece of code with me right now to paste here, sorry!
Congrats on the fast implementation! Seems like you're using linked lists for the polylines and threading too (I was lazy and just used builtin array), so it makes sense yours is faster :) I'll be happy to put a link to your implementation in the README, or to merge the code here as alternative to the current c# one, if you'd like. Thanks!
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Related Issues (15)
- What is the license ? HOT 1
- Large image with thin lines, all black. HOT 2
- swig compilation on Ubuntu HOT 6
- Index out of bound error when image is given as input on python
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