• C#图片处理之: 锐化


    使用数码相机,难免会拍糊一些照片。 但如果只是轻微糊掉,不妨可以尝试先锐化再缩小的办法补救。

    锐化看起来很神奇,可以在一定程度内把不清晰的变清晰,这个和柔化正好相反。其实锐化的算法说穿了很简单:

    取每一点的周围八点和自己本身共九个点。计算周围八个点的平均值,把自己减去这个平均值得到一个差值。这个差值乘上一个系数(也就是锐化的程度),加上自己的原始值,得到一个新值。这个新值就是我们要的锐化以后的值。

    啥都不说了,上DEMO。值得注意的是,下面的算法纯粹是原理性的,其实可以作更进一步的优化。

            /**//// <summary>
            
    /// 锐化
            
    /// </summary>
            
    /// <param name="b">原始Bitmap</param>
            
    /// <param name="val">锐化程度。取值[0,1]。值越大锐化程度越高</param>
            
    /// <returns>锐化后的图像</returns>

            public static Bitmap KiSharpen(Bitmap b, float val)
            ...{
                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(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
                    BitmapData dstData = bmpRtn.LockBits(new Rectangle(0, 0, 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。位于边缘上的点不做改变。
                                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, r0;
                                    int g1, g2, g3, g4, g5, g6, g7, g8, g0;
                                    int b1, b2, b3, b4, b5, b6, b7, b8, b0;

                                    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;
                                    r0 = p[2];
                                    g0 = p[1];
                                    b0 = p[0];

                                    vR = (float)r0 - (float)(r1 + r2 + r3 + r4 + r5 + r6 + r7 + r8) / 8;
                                    vG = (float)g0 - (float)(g1 + g2 + g3 + g4 + g5 + g6 + g7 + g8) / 8;
                                    vB = (float)b0 - (float)(b1 + b2 + b3 + b4 + b5 + b6 + b7 + b8) / 8;

                                    vR = r0 + vR * val ;
                                    vG = g0 + vG * val;
                                    vB = b0 + vB * val;

                                    if (vR > 0)
                                    ...{
                                        vR = Math.Min(255, vR);
                                    }

                                    else
                                    ...{
                                        vR = Math.Max(0, vR);
                                    }


                                    if (vG > 0)
                                    ...{
                                        vG = Math.Min(255, vG);
                                    }

                                    else
                                    ...{
                                        vG = Math.Max(0, vG);
                                    }


                                    if (vB > 0)
                                    ...{
                                        vB = Math.Min(255, vB);
                                    }

                                    else
                                    ...{
                                        vB = Math.Max(0, vB);
                                    }


                                    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 KiSharpen

    那位说了,为什么不上优化后的代码呢?唉,要是我会的话不就贴出来了吗!

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  • 原文地址:https://www.cnblogs.com/chennie/p/2324593.html
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