C#实现图片暗通道去雾算法
代码实例下载地址:https://www.90pan.com/b1915123
在图像去雾这个领域,几乎没有人不知道《Single Image Haze Removal Using Dark Channel Prior》这篇文章,该文是2009年CVPR最佳论文。作者何凯明博士,2007年清华大学毕业,2011年香港中文大学博士毕业,可谓是功力深厚,感叹于国内一些所谓博士的水平,何这样的博士才可以真正叫做Doctor。
关于何博士的一些资料和论文,大家可以访问这里:http://research.microsoft.com/en-us/um/people/kahe/
代码(提供项目下载):https://www.90pan.com/b1915123
public class DefogHelper { public DefogHelper() { } ////// 实现功能:实现基于暗通道的去雾算法。(如果要用32位的将ImageMaster_64.dll改成ImageMaster_32.dll即可) /// /// 图像数据在内存的起始地址 /// 目标数据在内存的起始地址 /// 图像的宽度 /// 图像的高度 /// 图像的扫描行大小 /// 用于计算暗通道图像时的矩形半径 /// 导向滤波的半径 /// 为防止图像天空部分出现holes,设置的最大大气光值,默认240 /// 控制去雾程度的一个参数,建议取值范围[0.75,1],值越大,去雾越明显,但可能出现局部过增强。 /// 用于控制最小透射率的一个参数,建议取值范围[0.01,0.2]。 /// 调整亮度的参数,建议范围[0.7,1]。 [DllImport("ImageMaster_64.dll", CallingConvention = CallingConvention.StdCall, CharSet = CharSet.Unicode, ExactSpelling = true)] private static extern int IM_HazeRemovalBasedOnDarkChannelPrior(IntPtr Src, IntPtr Dest, int Width, int Height, int Stride, int BlockSize = 5, int GuideRadius = 20, int MaxAtom = 220, float Omega = 0.9f, float T0 = 0.1f, float Gamma = 0.9f); /// /// 图片缓存区 /// private readonly byte[] bmpBuffer = new byte[1024 * 1024 * 64]; private readonly IntPtr srcPtr = Marshal.AllocHGlobal(1024 * 1024 * 64);// 申请内存 private readonly IntPtr destPtr = Marshal.AllocHGlobal(1024 * 1024 * 64);// 申请内存 /// /// 图片去雾 /// /// /// /// /// /// /// public Bitmap ImageDefog(Bitmap scrBmp, DefogInfo info, out int result, out double ms, bool isFreed = false) { result = -1; ms = -1; if (scrBmp == null || info == null) return null; int w = scrBmp.Width, h = scrBmp.Height; System.Drawing.Rectangle bitmapRec = new System.Drawing.Rectangle(0, 0, w, h); BitmapData bmpData = scrBmp.LockBits(bitmapRec, ImageLockMode.ReadWrite, scrBmp.PixelFormat); int img_size = bmpData.Stride * h; if (img_size > bmpBuffer.Length) { result = 10; return null; } int stride = bmpData.Stride; try { Marshal.Copy(bmpData.Scan0, bmpBuffer, 0, img_size); Marshal.Copy(bmpBuffer, 0, srcPtr, img_size); DateTime dateTime = DateTime.Now; result = IM_HazeRemovalBasedOnDarkChannelPrior(srcPtr, destPtr, w, h, stride, info.BlockSize, info.GuideRadius, info.MaxAtom, info.Omega, info.T0, info.Gamma); ms = DateTime.Now.Subtract(dateTime).TotalMilliseconds; Marshal.Copy(destPtr, bmpBuffer, 0, img_size); Bitmap outBmp = BytesToBitmap(bmpBuffer, img_size, w, h); return outBmp; } catch(Exception ex) { return null; } finally { scrBmp.UnlockBits(bmpData); //Marshal.FreeHGlobal(srcPtr); //Marshal.FreeHGlobal(destPtr); if (isFreed) scrBmp.Dispose(); } } /// /// 数组转为Bitmap /// /// 数组 /// Bitmap图像 private Bitmap BytesToBitmap(byte[] pixelData, int length, int width, int height) { Bitmap img = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); try { BitmapData data = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb); Marshal.Copy(pixelData, 0, data.Scan0, length);//输入颜色数据 img.UnlockBits(data);//解锁 return img; } catch { img.Dispose(); return null; } } /// /// 从bitmap转换成ImageSource /// /// /// public ImageSource BitmapToImageSource(Bitmap bitmap) { return BitmapToBitmapImage(bitmap); } /// /// 从bitmap转换成BitmapImage /// /// /// public BitmapImage BitmapToBitmapImage(Bitmap bitmap) { BitmapImage bitmapImage = new BitmapImage(); using (MemoryStream ms = new MemoryStream()) { bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp); bitmapImage.BeginInit(); bitmapImage.StreamSource = new MemoryStream(ms.GetBuffer()); bitmapImage.EndInit(); ms.Close(); } return bitmapImage; } /// /// 将数组转化为bitmap,前54个数据是格式 /// /// /// public byte[] BitmapToBytes(Bitmap bitmap) { byte[] bytes; using (MemoryStream ms = new MemoryStream()) { bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp); bytes = ms.GetBuffer(); ms.Close(); } return bytes; } /// /// 去雾信息 /// public class DefogInfo { /// /// 用于计算暗通道图像时的矩形半径,2-50 /// public int BlockSize = 5; /// /// 导向滤波的半径,2-200 /// public int GuideRadius = 20; /// /// 为防止图像天空部分出现holes,设置的最大大气光值,默认202,190-255 /// public int MaxAtom = 198; /// /// 控制去雾程度的一个参数,建议取值范围[0.6,1],值越大,去雾越明显,但可能出现局部过增强。 /// public float Omega = 0.7f; /// /// 用于控制最小透射率的一个参数,建议取值范围[0.01,0.2]。 /// public float T0 = 0.01f; /// /// 调整亮度的参数,建议范围[0.5,1]。 /// public float Gamma = 0.5f; } }