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
/// 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!