本文介绍经典的表面模糊Surface Blur算法与实现。
表面模糊是PS里一个重要的保边滤波器,它的算法很简单,公式如下所示:
主要思想还是计算当前像素X的邻域范围内不同像素的加权求和,边缘地方的像素,加权比较大,平滑的地方加权比较小,以此来保留边缘信息,平滑平坦区域;
效果如下图所示:
代码实现如下:
- #define MIN2(a, b) ((a) < (b) ? (a) : (b))
- #define MAX2(a, b) ((a) > (b) ? (a) : (b))
- #define CLIP3(x, a, b) MIN2(MAX2(a,x), b)
- void f_SurfaceBlur(unsigned char* srcData, int width, int height, int stride, int radius, int threshold)
- {
- if (srcData == NULL)
- {
- return;
- }
- float sumr = 0, sumrw = 0, sumg = 0, sumgw = 0, sumb = 0, sumbw = 0, k = 0;
- int pos = 0, pos0 = 0;
- unsigned char* tempData = (unsigned char*)malloc(sizeof(unsigned char) * height * stride);
- memcpy(tempData, srcData, sizeof(unsigned char) * height * stride);
- for(int j = 0; j < height; j++)
- {
- for(int i = 0; i < width; i++)
- {
- pos = i * 4 + j * stride;
- sumr = sumrw = sumg = sumgw = sumb = sumbw = 0;
- for(int n = -radius; n <= radius; n++)
- {
- for(int m = -radius; m <= radius; m++)
- {
- int x = CLIP3(i + m, 0, width - 1);
- int y = CLIP3(j + n, 0, height - 1);
- pos0 = x * 4 + y * stride;
- k = 1.0f - abs(tempData[pos0] - tempData[pos]) / (2.5f * threshold);
- sumb += k * tempData[pos0];
- sumbw += k;
- k = 1.0f - abs(tempData[pos0 + 1] - tempData[pos + 1]) / (2.5f * threshold);
- sumg += k * tempData[pos0 + 1];
- sumgw += k;
- k = 1.0f - abs(tempData[pos0 + 2] - tempData[pos + 2]) / (2.5f * threshold);
- sumr += k * tempData[pos0 + 2];
- sumrw += k;
- }
- }
- srcData[pos] = sumbw == 0 ? srcData[pos] : CLIP3(sumb / sumbw, 0, 255);
- srcData[pos + 1] = sumgw == 0 ? srcData[pos + 1] : CLIP3(sumg / sumgw, 0, 255);
- srcData[pos + 2] = sumrw == 0 ? srcData[pos + 2] : CLIP3(sumr / sumrw, 0, 255);
- }
- }
- free(tempData);
- }
代码没有经过优化,是完全按照公式实现的,如果考虑优化,可以考虑使用多线程,或者是YCbCr颜色空间只对Y处理,以此加速,效果会比较明显。