iOS中的图像处理(二)——卷积运算
关于图像处理中的卷积运算,这里有两份简明扼要的介绍:文一,文二。
其中,可能的一种卷积运算代码如下:
[cpp]
- (UIImage*)applyConvolution:(NSArray*)kernel
{
CGImageRef inImage = self.CGImage;
CFDataRef m_DataRef = CGDataProviderCopyData(CGImageGetDataProvider(inImage));
CFDataRef m_OutDataRef = CGDataProviderCopyData(CGImageGetDataProvider(inImage));
UInt8 * m_PixelBuf = (UInt8 *) CFDataGetBytePtr(m_DataRef);
UInt8 * m_OutPixelBuf = (UInt8 *) CFDataGetBytePtr(m_OutDataRef);
int h = CGImageGetHeight(inImage);
int w = CGImageGetWidth(inImage);
int kh = [kernel count] / 2;
int kw = [[kernel objectAtIndex:0] count] / 2;
int i = 0, j = 0, n = 0, m = 0;
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
int outIndex = (i*w*4) + (j*4);
double r = 0, g = 0, b = 0;
for (n = -kh; n <= kh; n++) {
for (m = -kw; m <= kw; m++) {
if (i + n >= 0 && i + n < h) {
if (j + m >= 0 && j + m < w) {
double f = [[[kernel objectAtIndex:(n + kh)] objectAtIndex:(m + kw)] doubleValue];
if (f == 0) {continue;}
int inIndex = ((i+n)*w*4) + ((j+m)*4);
r += m_PixelBuf[inIndex] * f;
g += m_PixelBuf[inIndex + 1] * f;
b += m_PixelBuf[inIndex + 2] * f;
}
}
}
}
m_OutPixelBuf[outIndex] = SAFECOLOR((int)r);
m_OutPixelBuf[outIndex + 1] = SAFECOLOR((int)g);
m_OutPixelBuf[outIndex + 2] = SAFECOLOR((int)b);
m_OutPixelBuf[outIndex + 3] = 255;
}
}
CGContextRef ctx = CGBitmapContextCreate(m_OutPixelBuf,
CGImageGetWidth(inImage),
CGImageGetHeight(inImage),
CGImageGetBitsPerComponent(inImage),
CGImageGetBytesPerRow(inImage),
CGImageGetColorSpace(inImage),
CGImageGetBitmapInfo(inImage)
);
CGImageRef imageRef = CGBitmapContextCreateImage(ctx);
CGContextRelease(ctx);
UIImage *finalImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CFRelease(m_DataRef);
CFRelease(m_OutDataRef);
return finalImage;
}
方法的参数kernel是卷积运算中的卷积核,下面是几种滤镜的卷积核:
[cpp]
#pragma mark -
#pragma mark - Basic Convolutions
/* Reference :
* http://docs.gimp.org/en/plug-in-convmatrix.html
*/
- (UIImage *)sharpen
{
// double dKernel[5][5] = {
// {0, 0.0, -1.0, 0.0, 0},
// {0, -1.0, 5.0, -1.0, 0},
// {0, 0.0, -1.0, 0.0, 0}
// };
&nbs
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