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refactoring to improve readability

pull/673/head
popow 8 years ago
parent
commit
895cecfe0d
  1. 2
      src/ImageSharp/Processing/HistogramEqualizationExtension.cs
  2. 122
      src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs
  3. 4
      src/ImageSharp/Processing/Processors/Normalization/HistogramEqualizationMethod.cs

2
src/ImageSharp/Processing/HistogramEqualizationExtension.cs

@ -43,7 +43,7 @@ namespace SixLabors.ImageSharp.Processing
processor = new GlobalHistogramEqualizationProcessor<TPixel>(options.LuminanceLevels, options.ClipHistogram, options.ClipLimitPercentage);
break;
case HistogramEqualizationMethod.Adaptive:
case HistogramEqualizationMethod.AdaptiveTileInterpolation:
processor = new AdaptiveHistEqualizationProcessor<TPixel>(options.LuminanceLevels, options.ClipHistogram, options.ClipLimitPercentage, options.Tiles);
break;

122
src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs

@ -62,153 +62,155 @@ namespace SixLabors.ImageSharp.Processing.Processors.Normalization
// The image is split up into tiles. For each tile the cumulative distribution function will be calculated.
CdfData[,] cdfData = this.CalculateLookupTables(source, histogram, cdf, this.Tiles, this.Tiles, tileWidth, tileHeight);
int cdfX = 0;
int cdfY = 0;
int tileX = 0;
int tileY = 0;
for (int y = halfTileHeight; y < source.Height - halfTileHeight; y += tileHeight)
{
tileX = 0;
cdfX = 0;
for (int x = halfTileWidth; x < source.Width - halfTileWidth; x += tileWidth)
{
int tilePosX = 0;
int tilePosY = 0;
tileY = 0;
int yEnd = Math.Min(y + tileHeight, source.Height);
int xEnd = Math.Min(x + tileWidth, source.Width);
for (int dy = y; dy < yEnd; dy++)
{
tilePosX = 0;
float ty = tilePosY / (float)(tileHeight - 1);
int yTop = tileY;
int yBottom = yTop + 1;
tileX = 0;
for (int dx = x; dx < xEnd; dx++)
{
TPixel sourcePixel = source[dx, dy];
int luminace = this.GetLuminance(sourcePixel, this.LuminanceLevels);
int xLeft = tileX;
int xRight = tileX + 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(tilePosX / (float)(tileWidth - 1), ty, cdfLeftTopLuminance, cdfRightTopLuminance, cdfLeftBottomLuminance, cdfRightBottomLuminance);
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tileX, tileY, cdfX, cdfY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
tileX++;
}
tilePosY++;
tileY++;
}
tileX++;
cdfX++;
}
tileY++;
cdfY++;
}
// fix left column
tileX = 0;
tileY = 0;
cdfX = 0;
cdfY = 0;
for (int y = 0; y < source.Height; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
int tilePosY = 0;
tileY = 0;
for (int dy = y; dy < yLimit; dy++)
{
int tilePosX = 0;
tileX = 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);
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tileX, tileY, cdfX, cdfY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
tileX++;
}
tilePosY++;
tileY++;
}
tileY++;
cdfY++;
}
// fix right column
tileX = this.Tiles - 2;
tileY = 0;
cdfX = this.Tiles - 2;
cdfY = 0;
for (int y = 0; y < source.Height; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
int tilePosY = 0;
tileY = 0;
for (int dy = y; dy < yLimit; dy++)
{
int tilePosX = halfTileWidth;
tileX = 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);
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tileX, tileY, cdfX, cdfY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
tileX++;
}
tilePosY++;
tileY++;
}
tileY++;
cdfY++;
}
// fix top row
tileX = 0;
tileY = 0;
cdfX = 0;
cdfY = 0;
for (int x = 0; x < source.Width; x += tileWidth)
{
int tilePosY = 0;
tileY = 0;
for (int dy = 0; dy < halfTileHeight; dy++)
{
int tilePosX = 0;
tileX = 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);
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tileX, tileY, cdfX, cdfY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
tileX++;
}
tilePosY++;
tileY++;
}
tileX++;
cdfX++;
}
// fix bottom row
tileX = 0;
tileY = 0;
cdfX = 0;
cdfY = 0;
for (int x = 0; x < source.Width; x += tileWidth)
{
int tilePosY = 0;
tileY = 0;
for (int dy = source.Height - halfTileHeight; dy < source.Height; dy++)
{
int tilePosX = 0;
tileX = 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);
float luminanceEqualized = this.InterpolateBetweenTiles(source[dx, dy], cdfData, dx, dy, tileX, tileY, cdfX, cdfY, tileWidth, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tilePosX++;
tileX++;
}
tilePosY++;
tileY++;
}
tileX++;
cdfX++;
}
}
}
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)
/// <summary>
/// Interpolates between four adjacent tiles.
/// </summary>
/// <param name="sourcePixel">The pixel to remap the grey value from.</param>
/// <param name="cdfData">The pre-computed lookup tables to remap the grey values for each tiles.</param>
/// <param name="dx">X index in the image.</param>
/// <param name="dy">Y index in the image.</param>
/// <param name="tileX">X position inside the tile.</param>
/// <param name="tileY">Y position inside the tile.</param>
/// <param name="cdfX">X index of the top left lookup table to use.</param>
/// <param name="cdfY">Y index of the top left lookup table to use.</param>
/// <param name="tileWidth">Width of one tile in pixels.</param>
/// <param name="tileHeight">Height of one tile in pixels.</param>
/// <param name="pixelsInTile">Amount of pixels in one tile.</param>
/// <returns>A re-mapped grey value.</returns>
private float InterpolateBetweenTiles(TPixel sourcePixel, CdfData[,] cdfData, int dx, int dy, int tileX, int tileY, int cdfX, int cdfY, 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);
float tx = tileX / (float)(tileWidth - 1);
float ty = tileY / (float)(tileHeight - 1);
int yTop = tileY;
int yTop = cdfY;
int yBottom = Math.Min(this.Tiles - 1, yTop + 1);
int xLeft = tileX;
int xLeft = cdfX;
int xRight = Math.Min(this.Tiles - 1, xLeft + 1);
float cdfLeftTopLuminance = cdfData[xLeft, yTop].RemapGreyValue(luminace, pixelsInTile);

4
src/ImageSharp/Processing/Processors/Normalization/HistogramEqualizationMethod.cs

@ -14,9 +14,9 @@ namespace SixLabors.ImageSharp.Processing.Processors.Normalization
Global,
/// <summary>
/// Adaptive histogram equalization.
/// Adaptive histogram equalization using a tile interpolation approach.
/// </summary>
Adaptive,
AdaptiveTileInterpolation,
/// <summary>
/// Adaptive sliding window histogram equalization.

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