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(00, w, h), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
                BitmapData dstData 
= bmpRtn.LockBits(new Rectangle(00, 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!

posted on 2008-09-20 17:28  张锦雄  阅读(728)  评论(0编辑  收藏  举报