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  • C#图片处理之:最简单的柔化算法

    原文http://blog.csdn.net/ki1381/archive/2007/05/10/1603602.aspx
    与锐化相反,柔化是使图片看起来更柔滑(其实也是模糊的委婉的说法)。柔化的一个最简单的实现算法就是取图片上的每一点(图片边缘点忽略),计算它周围八个点的平均值作为新像素值。想想也是,之所以看起来模糊,确实是因为周围的点长的有点像,区别不太明显。

            // ============================柔化==============================
            /// <summary>
            
    /// 柔化
            
    /// <param name="b">原始图</param>
            
    /// <returns>输出图</returns>

            public static Bitmap KiBlur(Bitmap b)
            
    {

                
    if (b == null)
                
    {
                    
    return null;
                }


                
    int w = b.Width;
                
    int h = b.Height;

                
    try
                
    {

                    Bitmap bmpRtn 
    = new Bitmap(w, h, PixelFormat.Format24bppRgb);

                    BitmapData srcData 
    = b.LockBits(new Rectangle(00, w, h), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
                    BitmapData dstData 
    = bmpRtn.LockBits(new Rectangle(00, w, h), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);

                    
    unsafe
                    
    {
                        
    byte* pIn = (byte*)srcData.Scan0.ToPointer();
                        
    byte* pOut = (byte*)dstData.Scan0.ToPointer();
                        
    int stride = srcData.Stride;
                        
    byte* p;

                        
    for (int y = 0; y < h; y++)
                        
    {
                            
    for (int x = 0; x < w; x++)
                            
    {
                                
    //取周围9点的值
                                if (x == 0 || x == w - 1 || y == 0 || y == h - 1)
                                
    {
                                    
    //不做
                                    pOut[0= pIn[0];
                                    pOut[
    1= pIn[1];
                                    pOut[
    2= pIn[2];
                                }

                                
    else
                                
    {
                                    
    int r1, r2, r3, r4, r5, r6, r7, r8, r9;
                                    
    int g1, g2, g3, g4, g5, g6, g7, g8, g9;
                                    
    int b1, b2, b3, b4, b5, b6, b7, b8, b9;

                                    
    float vR, vG, vB;

                                    
    //左上
                                    p = pIn - stride - 3;
                                    r1 
    = p[2];
                                    g1 
    = p[1];
                                    b1 
    = p[0];

                                    
    //正上
                                    p = pIn - stride;
                                    r2 
    = p[2];
                                    g2 
    = p[1];
                                    b2 
    = p[0];

                                    
    //右上
                                    p = pIn - stride + 3;
                                    r3 
    = p[2];
                                    g3 
    = p[1];
                                    b3 
    = p[0];

                                    
    //左侧
                                    p = pIn - 3;
                                    r4 
    = p[2];
                                    g4 
    = p[1];
                                    b4 
    = p[0];

                                    
    //右侧
                                    p = pIn + 3;
                                    r5 
    = p[2];
                                    g5 
    = p[1];
                                    b5 
    = p[0];

                                    
    //右下
                                    p = pIn + stride - 3;
                                    r6 
    = p[2];
                                    g6 
    = p[1];
                                    b6 
    = p[0];

                                    
    //正下
                                    p = pIn + stride;
                                    r7 
    = p[2];
                                    g7 
    = p[1];
                                    b7 
    = p[0];

                                    
    //右下
                                    p = pIn + stride + 3;
                                    r8 
    = p[2];
                                    g8 
    = p[1];
                                    b8 
    = p[0];

                                    
    //自己
                                    p = pIn;
                                    r9 
    = p[2];
                                    g9 
    = p[1];
                                    b9 
    = p[0];

                                    vR 
    = (float)(r1 + r2 + r3 + r4 + r5 + r6 + r7 + r8 + r9);
                                    vG 
    = (float)(g1 + g2 + g3 + g4 + g5 + g6 + g7 + g8 + g9);
                                    vB 
    = (float)(b1 + b2 + b3 + b4 + b5 + b6 + b7 + b8 + b9);

                                    vR 
    /= 9;
                                    vG 
    /= 9;
                                    vB 
    /= 9;

                                    pOut[
    0= (byte)vB;
                                    pOut[
    1= (byte)vG;
                                    pOut[
    2= (byte)vR;

                                }


                                pIn 
    += 3;
                                pOut 
    += 3;
                            }
    // end of x

                            pIn 
    += srcData.Stride - w * 3;
                            pOut 
    += srcData.Stride - w * 3;
                        }
     // end of y
                    }


                    b.UnlockBits(srcData);
                    bmpRtn.UnlockBits(dstData);

                    
    return bmpRtn;
                }

                
    catch
                
    {
                    
    return null;
                }


            }
     // end of KiBlur

    当然这是最简单的一种,不支持柔化半径选择。实际中通常需要自定义模糊的程度,这个下回再谈。

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  • 原文地址:https://www.cnblogs.com/zjx/p/1294841.html
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