if(properties.getProperty(prefix+"lre_min_neibs_alpha")!=null)this.lre_min_neibs_alpha=Integer.parseInt(properties.getProperty(prefix+"lre_min_neibs_alpha"));// int
if(properties.getProperty(prefix+"lre_grow_alpha")!=null)this.lre_grow_alpha=Integer.parseInt(properties.getProperty(prefix+"lre_grow_alpha"));// int
if(properties.getProperty(prefix+"lre_reduce_has_bg_grow")!=null)this.lre_reduce_has_bg_grow=Integer.parseInt(properties.getProperty(prefix+"lre_reduce_has_bg_grow"));// int
if(properties.getProperty(prefix+"lre_min_map_sensors")!=null)this.lre_min_map_sensors=Integer.parseInt(properties.getProperty(prefix+"lre_min_map_sensors"));// int
if(properties.getProperty(prefix+"lre_num_fill_passes")!=null)this.lre_num_fill_passes=Integer.parseInt(properties.getProperty(prefix+"lre_num_fill_passes"));// int
if(properties.getProperty(prefix+"lre_min_sensors")!=null)this.lre_min_sensors=Integer.parseInt(properties.getProperty(prefix+"lre_min_sensors"));// int
if(properties.getProperty(prefix+"lre_max_trim_iterations")!=null)this.lre_max_trim_iterations=Integer.parseInt(properties.getProperty(prefix+"lre_max_trim_iterations"));// int
"Fraction of opaque FG pixels (by bilinear interpolation) for the current BG pixel to occlude it.");
gd.addNumericField("Minimal disparity difference to occlude",this.lre_occlusion_min_disp,5,7,"",// 0.3; // do not calculate occlusions for smaller disparity difference
"Minimal disparity difference between FG and BG to consider occlusion.");
"(Enables next 2 parameters) Modify used sensor mask for BG averaging by removing 'unreliable'. Something is broken - result is worse.");
gd.addNumericField("Minimal number of sensors",this.lre_min_map_sensors,0,3,"",// 3
"Minimal number of 'reliable' sensors to average BG texture pixel.");
gd.addNumericField("'Reliable' fraction of sensors",this.lre_keep_map_frac,5,7,"",// 0.6; // for BG - use this fraction of all sensors in the best direction
"Fraction of all 16 sensors to keep if at least one is removed.");
gd.addNumericField("Fill NaN maximal iterations",this.lre_num_fill_passes,0,3,"",// 100;
"Maximal number of iterations to fill undefined (NaN) texture pixels.");
gd.addNumericField("Fill NaN relative change exit",this.lre_max_fill_change,5,7,"",//0.1;
"Maximal relative pixel change to exit fill NaN iterations cycle.");
gd.addMessage("Iterative FG trim and BG recalculation");
gd.addCheckbox("Enable cut FG",this.lre_en_cut,// true; // enable change FG pixel to transparent from opaque
"Enable changing FG pixel to transparent from opaque.");
gd.addCheckbox("Enable patch FG",this.lre_en_patch,// true; // enable change FG pixel to opaque from transparent
"Enable changing FG pixel to opaque from transparent.");
gd.addNumericField("Closest BG to obscure",this.lre_fg_disp_diff,5,7,"pix",// 1.0; // do not consider obscuring too close BG (1 pix or more?)
"Do not consider obscuring too close BG (1 pix or more?).");
gd.addNumericField("Min FG sensors",this.lre_min_sensors,0,3,"",// 4; // minimal number of sensors visible from the FG pixel
"Minimal number of sensors visible from the FG pixel (when it is obscured by even closer object).");
gd.addNumericField("Weight of number of neighbors",this.lre_weight_neib,5,7,"",// 3.0; // 2.0; // 1.0; // weight of same neighbors - add to cost multiplied by num_neib-4
"Weight of number of neighbors in overall cost function. Higher values smooth edges.");
gd.addNumericField("Weight of BG cost",this.lre_weight_bg,5,7,"",
"Weight of BG cost relative to the FG one.");
gd.addNumericField("Best direction fraction",this.lre_best_dir_frac,5,7,"",// 0.6; // for BG - use this fraction of all sensors in the best direction
"Reduce th BG cost by limiting number of considered sensor (find best consecutive ones) .");
gd.addNumericField("Minimal absolute value of the cost",this.lre_cost_min,5,7,"",// 1.0; // minimal absolute value of the total cost to make changes
"Minimal absolute value of the total cost to make changes (opaque/transparent).");
gd.addNumericField("Number of the FG update iterations",this.lre_max_trim_iterations,0,3,"",// 10
"Number of iterations to recalculate FG pixels opaque/transparent state.");