图像处理之水波纹扩散效果(water ripple effect)

Water Ripple Effect - 水波纹效果

一:原理

模拟水波纹效果,最常见的是sine或者cosn的函数,周期性变化,贴近自然

当水波纹中中间开始向四周扩散的时候,一般都是慢慢的失去能量,振幅也是

越来越小,所以程序要模拟这个过程时候,要加上一个能量递减因子。然后用

公式 y = a*sine(bx + c)来表示波纹公式。

二:程序实现

最重要的一步是计算水波纹的振幅。在任意一点确定水波的中心位置,可以是

鼠标随机选取,对半径范围内的像素位置实现水波生成,然后转换为位置,对

位置实现浮点数取整,然后使用适当的插值算法,本例使用双线性插值。

三:程序效果


四:滤镜完全源代码,这次我写了些中文注解,不给源代码的博文不是好博文

package com.gloomyfish.filter.study;  import java.awt.image.BufferedImage;  public class WaterFilter extends AbstractBufferedImageOp { 	private float wavelength = 16; 	private float amplitude = 10; 	private float phase = 0; 	private float centreX = 0.5f; 	private float centreY = 0.5f; 	private float radius = 50;  	private float radius2 = 0; 	private float icentreX; 	private float icentreY; 	 	public WaterFilter() {  	}  	@Override 	public BufferedImage filter(BufferedImage src, BufferedImage dest) { 		int width = src.getWidth();         int height = src.getHeight();          if ( dest == null )         	dest = createCompatibleDestImage( src, null );          int[] inPixels = new int[width*height];         int[] outPixels = new int[width*height];         getRGB( src, 0, 0, width, height, inPixels ); 		icentreX = width * centreX; 		icentreY = height * centreY; 		if ( radius == 0 ) 			radius = Math.min(icentreX, icentreY); 		radius2 = radius*radius;         int index = 0;         float[] out = new float[2];         for(int row=0; row<height; row++) {         	for(int col=0; col<width; col++) {         		index = row * width + col;         		         		// 获取水波的扩散位置,最重要的一步         		generateWaterRipples(col, row, out); 				int srcX = (int)Math.floor( out[0] ); 				int srcY = (int)Math.floor( out[1] ); 				float xWeight = out[0]-srcX; 				float yWeight = out[1]-srcY; 				int nw, ne, sw, se; 				 				// 获取周围四个像素,插值用, 				if ( srcX >= 0 && srcX < width-1 && srcY >= 0 && srcY < height-1) { 					// Easy case, all corners are in the image 					int i = width*srcY + srcX; 					nw = inPixels[i]; 					ne = inPixels[i+1]; 					sw = inPixels[i+width]; 					se = inPixels[i+width+1]; 				} else { 					// Some of the corners are off the image 					nw = getPixel( inPixels, srcX, srcY, width, height ); 					ne = getPixel( inPixels, srcX+1, srcY, width, height ); 					sw = getPixel( inPixels, srcX, srcY+1, width, height ); 					se = getPixel( inPixels, srcX+1, srcY+1, width, height ); 				} 				 				// 取得对应的振幅位置P(x, y)的像素,使用双线性插值 				/*if(xWeight >=0 || yWeight >= 0) 				{ 					outPixels[index] = ImageMath.bilinearInterpolate(xWeight, yWeight, nw, ne, sw, se);					 				} 				else  				{ 					outPixels[index] = inPixels[index]; 				}*/ 				outPixels[index] = ImageMath.bilinearInterpolate(xWeight, yWeight, nw, ne, sw, se);         	}         }          setRGB( dest, 0, 0, width, height, outPixels );         return dest; 	}  	private int getPixel(int[] pixels, int x, int y, int width, int height) { 		if (x < 0 || x >= width || y < 0 || y >= height) { 			return 0; // 有点暴力啦,懒得管啦 		} 		return pixels[ y*width+x ]; 	}  	protected void generateWaterRipples(int x, int y, float[] out) { 		float dx = x-icentreX; 		float dy = y-icentreY; 		float distance2 = dx*dx + dy*dy; 		// 确定 water ripple的半径,如果在半径之外,就直接获取原来位置,不用计算迁移量 		if (distance2 > radius2) {  			out[0] = x; 			out[1] = y; 		} else { 			// 如果在radius半径之内,计算出来 			float distance = (float)Math.sqrt(distance2); 			// 计算改点振幅 			float amount = amplitude * (float)Math.sin(distance / wavelength * ImageMath.TWO_PI - phase); 			// 计算能量损失,  			amount *= (radius-distance)/radius; // 计算能量损失, 			if ( distance != 0 ) 				amount *= wavelength/distance; 			// 得到water ripple 最终迁移位置 			out[0] = x + dx*amount; 			out[1] = y + dy*amount; 		} 	} 	 } 

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