图像放缩之双线性内插值

一:数学原理

在临近点插值的数学基础上,双线性插值,不是简单copy源像素的值,而是获取四个最邻

近目标像素的像素值乘以权重系数,简单的数学公式可以表示为:

D(x, y) = S(j, k) * a + S(j+1, k) *b + S(j+1,k+1) * c + S(j, K+1) * d             公式一

 

问题转化如何提取源像素的中四个临近点,根据临近点插值中从目标像素寻找最临近的源像

素点的方法:

Sx= Dx * (Sh/Dh) // row

Sy= Dy * (Sw/Dw) // column

公式的详细说明参见这里http://blog.csdn.net/jia20003/article/details/6907152

计算出来的值是浮点数坐标,分别取整数部分坐标为(j, k), 小数部分坐标为(t, u)


根据小数部分的(t,u)坐标,首先进行水平方向的权重计算得出

Q11 = S(j,k) * (1-t) + S(j, k+1) * t;

Q22 = S(j+1, k) * (1-t) + S(j+1,K+1) *t

利用Q11, Q22的值,进行垂直方向权重计算得出计算采样点值

D(x, y) = Q11*(1-u) + Q22 * u; 把Q11, Q22带入,最终有等式:

D(x, y) = S(j, k) *(1-t)*(1-u) + S(j, k+1)*t*(1-u) + S(j+1,k)*(1-t)*u + S(j+1,k+1)*t*u

从而得出四个对应的权重系数分别为:

a = (1-t)*(1-u)

b = (1-t)*u

c = t*u

d = t*(1-u)

带入公式一,即可得出目标像素的值。

 

二:双线性内插值算法优缺点

双线性内插值算法在图像的放缩处理中,具有抗锯齿功能, 是最简单和常见的图像放缩算法,但是双线性内插值算法没有考虑边缘和图像的梯度变化,相比之下双立方插值算法更好解决这些问题。

 

三:关键程序代码解析

根据目标像素坐标,计算采样点浮点数坐标的代码如下:

float rowRatio = ((float)srcH)/((float)destH);

float colRatio = ((float)srcW)/((float)destW);

double srcRow = ((float)row)*rowRatio;

double srcCol = ((float)col)*colRatio;

 

计算采样点的整数坐标和小数部分坐标代码如下:

double j = Math.floor(srcRow);

double t = srcRow �C j

double k = Math.floor(srcCol);

double u = srcCol - k;

 

根据小数坐标(t,u)来计算四个相邻像素点权重系数代码如下:

double coffiecent1 = (1.0d-t)*(1.0d-u);

double coffiecent2 = (t)*(1.0d-u);

double coffiecent3 = t*u;

double coffiecent4 = (1.0d-t)*u;

 

处理边缘像素代码如下:

return x>max ? max : x<min? min : x;

 

四:程序运行效果如下


左边为源图像,右边为基于双线性内插值放大两倍以后的图像


五:双线性内插值JAVA算法代码

public class BilineInterpolationScale implements ImageScale { 	public BilineInterpolationScale() { 		 	} 	/** 	 *  	 */ 	@Override 	public int[] imgScale(int[] inPixelsData, int srcW, int srcH, int destW, int destH) { 		double[][][] input3DData = processOneToThreeDeminsion(inPixelsData, srcH, srcW); 		int[][][] outputThreeDeminsionData = new int[destH][destW][4]; 		float rowRatio = ((float)srcH)/((float)destH); 		float colRatio = ((float)srcW)/((float)destW); 		for(int row=0; row<destH; row++) { 			// convert to three dimension data 			double srcRow = ((float)row)*rowRatio; 			double j = Math.floor(srcRow); 			double t = srcRow - j; 			for(int col=0; col<destW; col++) { 				double srcCol = ((float)col)*colRatio; 				double k = Math.floor(srcCol); 				double u = srcCol - k; 				double coffiecent1 = (1.0d-t)*(1.0d-u); 				double coffiecent2 = (t)*(1.0d-u); 				double coffiecent3 = t*u; 				double coffiecent4 = (1.0d-t)*u; 				 				 				outputThreeDeminsionData[row][col][0] = (int)(coffiecent1 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)k,srcW-1, 0)][0] + 				coffiecent2 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)k,srcW-1,0)][0] + 				coffiecent3 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)(k+1),srcW-1,0)][0] + 				coffiecent4 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)(k+1),srcW-1,0)][0]); // alpha 				 				outputThreeDeminsionData[row][col][1] = (int)(coffiecent1 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)k,srcW-1, 0)][1] + 						coffiecent2 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)k,srcW-1,0)][1] + 						coffiecent3 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)(k+1),srcW-1,0)][1] + 						coffiecent4 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)(k+1),srcW-1,0)][1]); // red 				 				outputThreeDeminsionData[row][col][2] = (int)(coffiecent1 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)k,srcW-1, 0)][2] + 						coffiecent2 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)k,srcW-1,0)][2] + 						coffiecent3 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)(k+1),srcW-1,0)][2] + 						coffiecent4 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)(k+1),srcW-1,0)][2]);// green 				 				outputThreeDeminsionData[row][col][3] = (int)(coffiecent1 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)k,srcW-1, 0)][3] + 						coffiecent2 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)k,srcW-1,0)][3] + 						coffiecent3 * input3DData[getClip((int)(j+1),srcH-1,0)][getClip((int)(k+1),srcW-1,0)][3] + 						coffiecent4 * input3DData[getClip((int)j,srcH-1,0)][getClip((int)(k+1),srcW-1,0)][3]); // blue 			} 		} 		 		return convertToOneDim(outputThreeDeminsionData, destW, destH); 	} 	 	private int getClip(int x, int max, int min) { 		return x>max ? max : x<min? min : x; 	} 	 	/* <p> The purpose of this method is to convert the data in the 3D array of ints back into </p> 	 * <p> the 1d array of type int. </p> 	 *  	 */ 	public int[] convertToOneDim(int[][][] data, int imgCols, int imgRows) { 		// Create the 1D array of type int to be populated with pixel data 		int[] oneDPix = new int[imgCols * imgRows * 4];   		// Move the data into the 1D array. Note the 		// use of the bitwise OR operator and the 		// bitwise left-shift operators to put the 		// four 8-bit bytes into each int. 		for (int row = 0, cnt = 0; row < imgRows; row++) { 			for (int col = 0; col < imgCols; col++) { 				oneDPix[cnt] = ((data[row][col][0] << 24) & 0xFF000000) 						| ((data[row][col][1] << 16) & 0x00FF0000) 						| ((data[row][col][2] << 8) & 0x0000FF00) 						| ((data[row][col][3]) & 0x000000FF); 				cnt++; 			}// end for loop on col   		}// end for loop on row   		return oneDPix; 	}// end convertToOneDim 	 	private double [][][] processOneToThreeDeminsion(int[] oneDPix2, int imgRows, int imgCols) { 		double[][][] tempData = new double[imgRows][imgCols][4]; 		for(int row=0; row<imgRows; row++) { 			 			// per row processing 			int[] aRow = new int[imgCols]; 			for (int col = 0; col < imgCols; col++) { 				int element = row * imgCols + col; 				aRow[col] = oneDPix2[element]; 			} 			 			// convert to three dimension data 			for(int col=0; col<imgCols; col++) { 				tempData[row][col][0] = (aRow[col] >> 24) & 0xFF; // alpha 				tempData[row][col][1] = (aRow[col] >> 16) & 0xFF; // red 				tempData[row][col][2] = (aRow[col] >> 8) & 0xFF;  // green 				tempData[row][col][3] = (aRow[col]) & 0xFF;       // blue 			} 		} 		return tempData; 	}   }


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