Browse Source

attempt fixing the borders

pull/673/head
popow 8 years ago
parent
commit
135f8bebbc
  1. 124
      src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs

124
src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs

@ -64,22 +64,22 @@ namespace SixLabors.ImageSharp.Processing.Processors.Normalization
int tileX = 0; int tileX = 0;
int tileY = 0; int tileY = 0;
for (int y = halfTileHeight; y < source.Height - tileHeight; y += tileHeight) for (int y = halfTileHeight; y < source.Height - halfTileHeight; y += tileHeight)
{ {
tileX = 0; tileX = 0;
for (int x = halfTileWidth; x < source.Width - tileWidth; x += tileWidth) for (int x = halfTileWidth; x < source.Width - halfTileWidth; x += tileWidth)
{ {
int tilePosX = 0; int tilePosX = 0;
int tilePosY = 0; int tilePosY = 0;
int ylimit = Math.Min(y + tileHeight, source.Height); int yEnd = Math.Min(y + tileHeight, source.Height);
int xlimit = Math.Min(x + tileWidth, source.Width); int xEnd = Math.Min(x + tileWidth, source.Width);
for (int dy = y; dy < ylimit; dy++) for (int dy = y; dy < yEnd; dy++)
{ {
tilePosX = 0; tilePosX = 0;
float ty = tilePosY / (float)(tileHeight - 1); float ty = tilePosY / (float)(tileHeight - 1);
int yTop = tileY; int yTop = tileY;
int yBottom = yTop + 1; int yBottom = yTop + 1;
for (int dx = x; dx < xlimit; dx++) for (int dx = x; dx < xEnd; dx++)
{ {
TPixel sourcePixel = source[dx, dy]; TPixel sourcePixel = source[dx, dy];
int luminace = this.GetLuminance(sourcePixel, this.LuminanceLevels); int luminace = this.GetLuminance(sourcePixel, this.LuminanceLevels);
@ -105,9 +105,121 @@ namespace SixLabors.ImageSharp.Processing.Processors.Normalization
tileY++; tileY++;
} }
// fix left column
tileX = 0;
tileY = 0;
for (int y = 0; y < source.Height; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
int tilePosY = 0;
for (int dy = y; dy < yLimit; dy++)
{
int tilePosX = 0;
for (int dx = 0; dx < halfTileWidth; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tilePosX, tilePosY, tileX, tileY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
}
tilePosY++;
}
tileY++;
}
// fix right column
tileX = this.Tiles - 2;
tileY = 0;
for (int y = 0; y < source.Height; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
int tilePosY = 0;
for (int dy = y; dy < yLimit; dy++)
{
int tilePosX = halfTileWidth;
for (int dx = source.Width - halfTileWidth; dx < source.Width; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tilePosX, tilePosY, tileX, tileY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
}
tilePosY++;
}
tileY++;
}
// fix top row
tileX = 0;
tileY = 0;
for (int x = 0; x < source.Width; x += tileWidth)
{
int tilePosY = 0;
for (int dy = 0; dy < halfTileHeight; dy++)
{
int tilePosX = 0;
int xLimit = Math.Min(x + tileWidth, source.Width - 1);
for (int dx = x; dx < xLimit; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tilePosX, tilePosY, tileX, tileY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
}
tilePosY++;
}
tileX++;
}
// fix bottom row
tileX = 0;
tileY = 0;
for (int x = 0; x < source.Width; x += tileWidth)
{
int tilePosY = 0;
for (int dy = source.Height - halfTileHeight; dy < source.Height; dy++)
{
int tilePosX = 0;
int xLimit = Math.Min(x + tileWidth, source.Width - 1);
for (int dx = x; dx < xLimit; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tilePosX, tilePosY, tileX, tileY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
}
tilePosY++;
}
tileX++;
}
} }
} }
private float InterpolateBetweenTiles(TPixel sourcePixel, CdfData[,] cdfData, int dx, int dy, int tilePosX, int tilePosY, int tileX, int tileY, int tileWidth, int tileHeight, int pixelsInTile)
{
int luminace = this.GetLuminance(sourcePixel, this.LuminanceLevels);
float tx = tilePosX / (float)(tileWidth - 1);
float ty = tilePosY / (float)(tileHeight - 1);
int yTop = tileY;
int yBottom = Math.Min(this.Tiles - 1, yTop + 1);
int xLeft = tileX;
int xRight = Math.Min(this.Tiles - 1, xLeft + 1);
float cdfLeftTopLuminance = cdfData[xLeft, yTop].RemapGreyValue(luminace, pixelsInTile);
float cdfRightTopLuminance = cdfData[xRight, yTop].RemapGreyValue(luminace, pixelsInTile);
float cdfLeftBottomLuminance = cdfData[xLeft, yBottom].RemapGreyValue(luminace, pixelsInTile);
float cdfRightBottomLuminance = cdfData[xRight, yBottom].RemapGreyValue(luminace, pixelsInTile);
float luminanceEqualized = this.BilinearInterpolation(tx, ty, cdfLeftTopLuminance, cdfRightTopLuminance, cdfLeftBottomLuminance, cdfRightBottomLuminance);
return luminanceEqualized;
}
/// <summary> /// <summary>
/// Calculates the lookup tables for each tile of the image. /// Calculates the lookup tables for each tile of the image.
/// </summary> /// </summary>

Loading…
Cancel
Save