锐化

在图像处理中需要有边缘鲜明的图像,即需对图像进行锐化。因为锐化能够突出图像的边缘信息。加强图像的轮廓特征,使之便于人眼的观察或机器的识别。另外,从处理效果来看,锐化是一种与滤波相反的图像处理技术。

常用的锐化算法有梯度孙子,一阶的sobel算子和Prewitt算子以及二阶的拉普拉斯运算等。实际上,根据锐化的目的,可以采用多种方法来达到其效果。在此采用一种简单的锐化方法,即原像素+边缘像素平均值*系数。

g(x,y)=f(i,j)+k/N(f(x,y)-f(i,j))对图像上的每一点都是这样的。g(x,y)为锐化后的像素颜色值;N为邻域像素点;k为锐化系数。i,j属于当前像素点(x,y)的邻域。一般就是8个点啦。

代码如下:

 //锐化
            public static Bitmap sharpen(Bitmap b)
            {
                if (b == null)
                {
                    MessageBox.Show("无图像可处理", "提示", MessageBoxButtons.OK, MessageBoxIcon.Error);
                    return null;
                }
                string sp = Interaction.InputBox("请输入一个0~1之间的锐化参数", "锐化参数设置", "0.5", 100, 100);
                if (sp == "" || Convert.ToSingle(sp) < 0 || Convert.ToSingle(sp) > 1)
                {
                    MessageBox.Show("锐化参数必须在0~1之间", "提示", MessageBoxButtons.OK, MessageBoxIcon.Error);
                }
                float val = Convert.ToSingle(sp);
                int w = b.Width;
                int h = b.Height;
                try
                {
                    Bitmap bmprtn = new Bitmap(w, h, PixelFormat.Format24bppRgb);
                    BitmapData srcData = b.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
                    BitmapData dstData = bmprtn.LockBits(new Rectangle(0, 0, 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++)
                            {
                                if (x == 0 || x == w - 1 || y == 0 || y == h - 1)
                                {
                                    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;
                                    p = pIn - stride - 3;
                                    r1 = p[2];
                                    g1 = p[1];
                                    b1 = p[0];
                                    p = pIn - stride;
                                    r2 = p[2];
                                    g2 = p[1];
                                    b2 = p[0];
                                    p = pIn - stride + 3;
                                    r3 = p[2];
                                    g3 = p[1];
                                    b3 = p[0];
                                    p = pIn - 3;
                                    r4 = p[2];
                                    g4 = p[1];
                                    b4 = p[0];
                                    p = pIn + 3;
                                    r5 = p[2];
                                    g5 = p[1];
                                    b5 = p[0];
                                    p = pIn + stride - 3;
                                    r6 = p[2];
                                    g6 = p[1];
                                    b6 = p[0];
                                    p = pIn + stride;
                                    r7 = p[2];
                                    g7 = p[1];
                                    b7 = p[0];
                                    p = pIn + stride + 3;
                                    r8 = p[2];
                                    g8 = p[1];
                                    b8 = p[0];
                                    p = pIn + stride + 3;
                                    r8 = p[2];
                                    g8 = p[1];
                                    b8 = p[0];
                                    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;
                            }
                            pIn += srcData.Stride - w * 3;
                            pOut += srcData.Stride - w * 3;
                        }
                    }
                    b.UnlockBits(srcData);
                    bmprtn.UnlockBits(dstData);
                    return bmprtn;
                }
                catch
                {
                    return null;
                }
            }


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