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android中的快速可变模糊或模糊库_Android_Image Processing_Android Library - Fatal编程技术网

android中的快速可变模糊或模糊库

android中的快速可变模糊或模糊库,android,image-processing,android-library,Android,Image Processing,Android Library,最近,我尝试对图像进行模糊处理,使其半径可变。我试图自己实现它,但它似乎太慢了。从这个网站上,我得到了一种快速模糊方法,称为stackblur: static Bitmap fastblur(Bitmap sentBitmap, int radius, int fromX, int fromY, int width, int height) { // Stack Blur v1.0 from // http://www.quasimondo.com/Stac

最近,我尝试对图像进行模糊处理,使其半径可变。我试图自己实现它,但它似乎太慢了。从这个网站上,我得到了一种快速模糊方法,称为
stackblur

  static Bitmap fastblur(Bitmap sentBitmap, int radius, int fromX, int fromY,
        int width, int height) {

    // Stack Blur v1.0 from
    // http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
    //
    // Java Author: Mario Klingemann <mario at quasimondo.com>
    // http://incubator.quasimondo.com
    // created Feburary 29, 2004
    // Android port : Yahel Bouaziz <yahel at kayenko.com>
    // http://www.kayenko.com
    // ported april 5th, 2012

    // This is a compromise between Gaussian Blur and Box blur
    // It creates much better looking blurs than Box Blur, but is
    // 7x faster than my Gaussian Blur implementation.
    //
    // I called it Stack Blur because this describes best how this
    // filter works internally: it creates a kind of moving stack
    // of colors whilst scanning through the image. Thereby it
    // just has to add one new block of color to the right side
    // of the stack and remove the leftmost color. The remaining
    // colors on the topmost layer of the stack are either added on
    // or reduced by one, depending on if they are on the right or
    // on the left side of the stack.
    //
    // If you are using this algorithm in your code please add
    // the following line:
    //
    // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>

    Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);

    if (radius < 1) {
        return (null);
    }

    int w = width;
    int h = height;

    int[] pix = new int[w * h];

    bitmap.getPixels(pix, 0, w, fromX, fromY, w, h);

    int wm = w - 1;
    int hm = h - 1;
    int wh = w * h;
    int div = radius + radius + 1;

    int r[] = new int[wh];
    int g[] = new int[wh];
    int b[] = new int[wh];
    int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
    int vmin[] = new int[Math.max(w, h)];

    int divsum = (div + 1) >> 1;
    divsum *= divsum;
    int dv[] = new int[256 * divsum];
    for (i = 0; i < 256 * divsum; i++) {
        dv[i] = (i / divsum);
    }

    yw = yi = 0;

    int[][] stack = new int[div][3];
    int stackpointer;
    int stackstart;
    int[] sir;
    int rbs;
    int r1 = radius + 1;
    int routsum, goutsum, boutsum;
    int rinsum, ginsum, binsum;

    int originRadius = radius;
    for (y = 0; y < h; y++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        for (i = -radius; i <= radius; i++) {
            p = pix[yi + Math.min(wm, Math.max(i, 0))];
            sir = stack[i + radius];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rbs = r1 - Math.abs(i);
            rsum += sir[0] * rbs;
            gsum += sir[1] * rbs;
            bsum += sir[2] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
        }
        stackpointer = radius;

        for (x = 0; x < w; x++) {

            r[yi] = dv[rsum];
            g[yi] = dv[gsum];
            b[yi] = dv[bsum];

            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;

            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];

            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];

            if (y == 0) {
                vmin[x] = Math.min(x + radius + 1, wm);
            }
            p = pix[yw + vmin[x]];

            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);

            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];

            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;

            stackpointer = (stackpointer + 1) % div;
            sir = stack[(stackpointer) % div];

            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];

            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];

            yi++;
        }
        yw += w;
    }

    radius = originRadius;

    for (x = 0; x < w; x++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        yp = -radius * w;
        for (i = -radius; i <= radius; i++) {
            yi = Math.max(0, yp) + x;

            sir = stack[i + radius];

            sir[0] = r[yi];
            sir[1] = g[yi];
            sir[2] = b[yi];

            rbs = r1 - Math.abs(i);

            rsum += r[yi] * rbs;
            gsum += g[yi] * rbs;
            bsum += b[yi] * rbs;

            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }

            if (i < hm) {
                yp += w;
            }
        }
        yi = x;
        stackpointer = radius;
        for (y = 0; y < h; y++) {
            pix[yi] = 0xff000000 | (dv[rsum] << 16) | (dv[gsum] << 8)
                    | dv[bsum];

            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;

            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];

            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];

            if (x == 0) {
                vmin[y] = Math.min(y + r1, hm) * w;
            }
            p = x + vmin[y];

            sir[0] = r[p];
            sir[1] = g[p];
            sir[2] = b[p];

            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];

            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;

            stackpointer = (stackpointer + 1) % div;
            sir = stack[stackpointer];

            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];

            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];

            yi += w;
        }
    }

    bitmap.setPixels(pix, 0, w, fromX, fromY, w, h);

    return (bitmap);
}
静态位图快速模糊(位图sentBitmap、int-radius、int-fromX、int-fromY、,
整数宽度,整数高度){
//堆栈模糊v1.0从
// http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
//
//Java作者:Mario Klingemann
// http://incubator.quasimondo.com
//创建于2004年2月29日
//Android端口:Yahel Bouaziz
// http://www.kayenko.com
//2012年4月5日移植
//这是高斯模糊和盒模糊之间的折衷
//它创建的模糊比长方体模糊好看得多,但是
//比我的高斯模糊实现快7倍。
//
//我称之为堆栈模糊,因为这最能描述
//过滤器在内部工作:它创建一种移动堆栈
//扫描图像时的颜色。因此
//只需在右侧添加一块新的颜色
//并移除最左边的颜色。剩余的
//堆栈最顶层的颜色可以添加到
//或减少1,取决于它们是否在右侧或右侧
//在堆栈的左侧。
//
//如果您在代码中使用此算法,请添加
//以下一行:
//
//Mario Klingemann的堆栈模糊算法
位图Bitmap=sentBitmap.copy(sentBitmap.getConfig(),true);
如果(半径<1){
返回(空);
}
int w=宽度;
int h=高度;
int[]pix=新int[w*h];
获取像素(像素,0,w,fromX,fromY,w,h);
int-wm=w-1;
int hm=h-1;
int-wh=w*h;
int div=半径+半径+1;
int r[]=新的int[wh];
int g[]=新的int[wh];
int b[]=新int[wh];
整数rsum,gsum,bsum,x,y,i,p,yp,yi,yw;
int vmin[]=新的int[Math.max(w,h)];
int divsum=(div+1)>>1;
divsum*=divsum;
int dv[]=新的int[256*divsum];
对于(i=0;i<256*divsum;i++){
dv[i]=(i/divsum);
}
yw=yi=0;
int[][]堆栈=新int[div][3];
int堆栈指针;
int stackstart;
国际[]先生;
国际苏格兰皇家银行;
int r1=半径+1;
国际路苏姆、古松、布松;
内特林松、金松、宾松;
int originRadius=半径;
对于(y=0;y16;
sir[1]=(p&0x00ff00)>>8;
sir[2]=(p&0x0000ff);
rbs=r1——数学绝对值(i);
rsum+=sir[0]*rbs;
gsum+=sir[1]*rbs;
bsum+=sir[2]*rbs;
如果(i>0){
rinsum+=sir[0];
ginsum+=sir[1];
binsum+=sir[2];
}否则{
routsum+=sir[0];
痛风+=爵士[1];
boutsum+=sir[2];
}
}
堆栈指针=半径;
对于(x=0;x>16;
sir[1]=(p&0x00ff00)>>8;
sir[2]=(p&0x0000ff);
rinsum+=sir[0];
ginsum+=sir[1];
binsum+=sir[2];
rsum+=rinsum;
gsum+=人参;
bsum+=binsum;
stackpointer=(stackpointer+1)%div;
sir=堆栈[(堆栈指针)%div];
routsum+=sir[0];
痛风+=爵士[1];
boutsum+=sir[2];
rinsum-=sir[0];
ginsum-=sir[1];
binsum-=sir[2];
易++;
}
yw+=w;
}
半径=原始半径;
对于(x=0;xpix[yi]=0xff000000 |(dv[rsum]由于其速度优化,此算法不适合适应不同的半径。如果采用不同的方法,您仍然可以使用它:

其原理是创建多个临时贴图,每个临时贴图具有递增(一致)的模糊半径,然后根据该点的半径大小将其中两个混合在一起。假设您准备了3个临时贴图,一个半径为4,一个半径为8,一个半径为16。现在您希望在一个像素处的模糊半径为12。您要做的是将贴图2和3混合到大约50%。使用的临时贴图越多,质量越好,但3(加上原始的未模糊地图)通常就足够了

我在画布的复合模糊中使用了这种技术:-这允许你做倾斜移动效果或渐晕

如果要寻找更像相机缩放效果的径向模糊,则必须使用不同的方法。在这种情况下,首先将位图从笛卡尔贴图转换为极坐标贴图,然后进行水平模糊,最后转换为
<DIV CLASS="specimenWindow">

    <DIV CLASS="specimenImage">

        <IMG ID="specImg" WIDTH="150" HEIGHT="150" />
        <CANVAS ID="specCanvas" WIDTH="150" HEIGHT="150"></CANVAS>

    </DIV>

</DIV>

<SCRIPT TYPE="text/javascript" SRC="js/CompoundBlur.js"></SCRIPT>
.specimenWindow {
    position: absolute;
    width: 150px;
    height: 150px;
    left: 37px;
    top: 96px;
}

.specimenImage {
    height: 150px;
    width: 150px;
}

#specCanvas {
    position: absolute;
    top: 27px;
    left: 2px;
}
var specImg = document.getElementById("specImg");

_slider.ontouchend = function() {
    compoundBlur();
} 

function compoundBlur() {
    var lensRead = _slider.getPosition(0, 80);
    var rData = getRadialGradientMap( 150, 150, 75, 75, 25, 60 ); 
    compoundBlurImage( "specImg", "specCanvas", rData, lensRead, 1.5, 2, true );
}