将resize算法拆分为两遍

Jam*_*uth 26 c# algorithm image-processing imageprocessor

我编写了以下调整大小算法,可以正确地向上或向下缩放图像.虽然由于每个循环上的权重数组的内部迭代,但它太慢了.

我相当肯定我应该能够将算法分成两个通道,就像你使用两次通过高斯模糊一样,这将极大地降低操作复杂性并加快性能.不幸的是我无法让它发挥作用.有人能帮忙吗?

Parallel.For(
    startY,
    endY,
    y =>
    {
        if (y >= targetY && y < targetBottom)
        {
            Weight[] verticalValues = this.verticalWeights[y].Values;

            for (int x = startX; x < endX; x++)
            {
                Weight[] horizontalValues = this.horizontalWeights[x].Values;

                // Destination color components
                Color destination = new Color();

                // This is where there is too much operation complexity.
                foreach (Weight yw in verticalValues)
                {
                    int originY = yw.Index;

                    foreach (Weight xw in horizontalValues)
                    {
                        int originX = xw.Index;
                        Color sourceColor = Color.Expand(source[originX, originY]);
                        float weight = yw.Value * xw.Value;
                        destination += sourceColor * weight;
                    }
                }

                destination = Color.Compress(destination);
                target[x, y] = destination;
            }
        }
    });
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权重和指数计算如下.每个维度一个:

/// <summary>
/// Computes the weights to apply at each pixel when resizing.
/// </summary>
/// <param name="destinationSize">The destination section size.</param>
/// <param name="sourceSize">The source section size.</param>
/// <returns>
/// The <see cref="T:Weights[]"/>.
/// </returns>
private Weights[] PrecomputeWeights(int destinationSize, int sourceSize)
{
    IResampler sampler = this.Sampler;
    float ratio = sourceSize / (float)destinationSize;
    float scale = ratio;

    // When shrinking, broaden the effective kernel support so that we still
    // visit every source pixel.
    if (scale < 1)
    {
        scale = 1;
    }

    float scaledRadius = (float)Math.Ceiling(scale * sampler.Radius);
    Weights[] result = new Weights[destinationSize];

    // Make the weights slices, one source for each column or row.
    Parallel.For(
        0,
        destinationSize,
        i =>
            {
                float center = ((i + .5f) * ratio) - 0.5f;
                int start = (int)Math.Ceiling(center - scaledRadius);

                if (start < 0)
                {
                    start = 0;
                }

                int end = (int)Math.Floor(center + scaledRadius);

                if (end > sourceSize)
                {
                    end = sourceSize;

                    if (end < start)
                    {
                        end = start;
                    }
                }

                float sum = 0;
                result[i] = new Weights();

                List<Weight> builder = new List<Weight>();
                for (int a = start; a < end; a++)
                {
                    float w = sampler.GetValue((a - center) / scale);

                    if (w < 0 || w > 0)
                    {
                        sum += w;
                        builder.Add(new Weight(a, w));
                    }
                }

                // Normalise the values
                if (sum > 0 || sum < 0)
                {
                    builder.ForEach(w => w.Value /= sum);
                }

                result[i].Values = builder.ToArray();
                result[i].Sum = sum;
            });

    return result;
}

/// <summary>
/// Represents the weight to be added to a scaled pixel.
/// </summary>
protected class Weight
{
    /// <summary>
    /// The pixel index.
    /// </summary>
    public readonly int Index;

    /// <summary>
    /// Initializes a new instance of the <see cref="Weight"/> class.
    /// </summary>
    /// <param name="index">The index.</param>
    /// <param name="value">The value.</param>
    public Weight(int index, float value)
    {
        this.Index = index;
        this.Value = value;
    }

    /// <summary>
    /// Gets or sets the result of the interpolation algorithm.
    /// </summary>
    public float Value { get; set; }
}

/// <summary>
/// Represents a collection of weights and their sum.
/// </summary>
protected class Weights
{
    /// <summary>
    /// Gets or sets the values.
    /// </summary>
    public Weight[] Values { get; set; }

    /// <summary>
    /// Gets or sets the sum.
    /// </summary>
    public float Sum { get; set; }
}
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每个IResampler根据给定的索引提供适当的权重系列.双三次重采样器的工作原理如下.

/// <summary>
/// The function implements the bicubic kernel algorithm W(x) as described on
/// <see href="https://en.wikipedia.org/wiki/Bicubic_interpolation#Bicubic_convolution_algorithm">Wikipedia</see>
/// A commonly used algorithm within imageprocessing that preserves sharpness better than triangle interpolation.
/// </summary>
public class BicubicResampler : IResampler
{
    /// <inheritdoc/>
    public float Radius => 2;

    /// <inheritdoc/>
    public float GetValue(float x)
    {
        // The coefficient.
        float a = -0.5f;

        if (x < 0)
        {
            x = -x;
        }

        float result = 0;

        if (x <= 1)
        {
            result = (((1.5f * x) - 2.5f) * x * x) + 1;
        }
        else if (x < 2)
        {
            result = (((((a * x) + 2.5f) * x) - 4) * x) + 2;
        }

        return result;
    }
}
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以下是现有算法调整大小的图像示例.输出是正确的(请注意保留银色光泽).

原始图像

原始的未缩放图像

使用双三次重采样器将图像尺寸减半.

图像尺寸减半

代码是一个更大的库的一部分,我写的是将图像处理添加到corefx.

Jam*_*uth 0

好的,这就是我的做法。

诀窍是首先仅调整图像的宽度,保持高度与原始图像相同。我们将所得像素存储在临时图像中。

然后就是将该图像的大小调整为我们的最终输出。

正如您所看到的,我们不再迭代每个像素上的两个权重集合。尽管必须迭代外部像素循环两次,但该算法的运行速度要快得多,在我的测试图像上平均速度快了 25% 左右。

// Interpolate the image using the calculated weights.
// First process the columns.
Parallel.For(
    0,
    sourceBottom,
    y =>
    {
        for (int x = startX; x < endX; x++)
        {
            Weight[] horizontalValues = this.HorizontalWeights[x].Values;

            // Destination color components
            Color destination = new Color();

            foreach (Weight xw in horizontalValues)
            {
                int originX = xw.Index;
                Color sourceColor = Color.Expand(source[originX, y]);
                destination += sourceColor * xw.Value;
            }

            destination = Color.Compress(destination);
            this.firstPass[x, y] = destination;
        }
    });

// Now process the rows.
Parallel.For(
    startY,
    endY,
    y =>
    {
        if (y >= targetY && y < targetBottom)
        {
            Weight[] verticalValues = this.VerticalWeights[y].Values;

            for (int x = startX; x < endX; x++)
            {
                // Destination color components
                Color destination = new Color();

                foreach (Weight yw in verticalValues)
                {
                    int originY = yw.Index;
                    int originX = x;
                    Color sourceColor = Color.Expand(this.firstPass[originX, originY]);
                    destination += sourceColor * yw.Value;
                }

                destination = Color.Compress(destination);
                target[x, y] = destination;
            }
        }
    });
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