关闭

android高斯模糊

标签: 图像处理算法android
173人阅读 评论(0) 收藏 举报
分类:

高斯模糊算法介绍

高斯模糊就是将指定像素变换为其与周边像素加权平均后的值,权重就是高斯分布函数计算出来的值。算法介绍

一、通过自身的写算法

public static void gaussBlur(int[] data, int width, int height, int radius, float sigma) {

    float pa = (float) (1 / (Math.sqrt(2 * Math.PI) * sigma));
    float pb = -1.0f / (2 * sigma * sigma);

    // generate the Gauss Matrix  
    float[] gaussMatrix = new float[radius * 2 + 1];
    float gaussSum = 0f;
    for (int i = 0, x = -radius; x <= radius; ++x, ++i) {
        float g = (float) (pa * Math.exp(pb * x * x));
        gaussMatrix[i] = g;
        gaussSum += g;
    }

    for (int i = 0, length = gaussMatrix.length; i < length; ++i) {
        gaussMatrix[i] /= gaussSum;
    }

    // x direction  
    for (int y = 0; y < height; ++y) {
        for (int x = 0; x < width; ++x) {
            float r = 0, g = 0, b = 0;
            gaussSum = 0;
            for (int j = -radius; j <= radius; ++j) {
                int k = x + j;
                if (k >= 0 && k < width) {
                    int index = y * width + k;
                    int color = data[index];
                    int cr = (color & 0x00ff0000) >> 16;
                    int cg = (color & 0x0000ff00) >> 8;
                    int cb = (color & 0x000000ff);

                    r += cr * gaussMatrix[j + radius];
                    g += cg * gaussMatrix[j + radius];
                    b += cb * gaussMatrix[j + radius];

                    gaussSum += gaussMatrix[j + radius];
                }
            }

            int index = y * width + x;
            int cr = (int) (r / gaussSum);
            int cg = (int) (g / gaussSum);
            int cb = (int) (b / gaussSum);

            data[index] = cr << 16 | cg << 8 | cb | 0xff000000;
        }
    }

    // y direction  
    for (int x = 0; x < width; ++x) {
        for (int y = 0; y < height; ++y) {
            float r = 0, g = 0, b = 0;
            gaussSum = 0;
            for (int j = -radius; j <= radius; ++j) {
                int k = y + j;
                if (k >= 0 && k < height) {
                    int index = k * width + x;
                    int color = data[index];
                    int cr = (color & 0x00ff0000) >> 16;
                    int cg = (color & 0x0000ff00) >> 8;
                    int cb = (color & 0x000000ff);

                    r += cr * gaussMatrix[j + radius];
                    g += cg * gaussMatrix[j + radius];
                    b += cb * gaussMatrix[j + radius];

                    gaussSum += gaussMatrix[j + radius];
                }
            }

            int index = y * width + x;
            int cr = (int) (r / gaussSum);
            int cg = (int) (g / gaussSum);
            int cb = (int) (b / gaussSum);
            data[index] = cr << 16 | cg << 8 | cb | 0xff000000;
        }
    }
}

`

实际测试会发现这种计算方式是很耗时间的,而且模糊半径越大,从原理也可以看到计算量是平方增长的,所以计算时间也越长。

二、通过Android自带的图像处理工具类


public static Bitmap blurBitmap(Bitmap bitmap, float radius, Context context) {

    RenderScript rs = RenderScript.create(context);
    Allocation allocation = Allocation.createFromBitmap(rs, bitmap);
    Type t = allocation.getType();
    Allocation blurredAllocation = Allocation.createTyped(rs, t, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
    ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    //(maximum 25.0)
    blurScript.setRadius(radius);
    blurScript.setInput(allocation);
    blurScript.forEach(blurredAllocation);
    blurredAllocation.copyTo(bitmap);
    allocation.destroy();
    blurredAllocation.destroy();
    blurScript.destroy();
    t.destroy();
    rs.destroy();
    return bitmap;
}

RenderScript是Android在API 11之后加入的,用于高效的图片处理,包括模糊、混合、矩阵卷积计算等,RenderScript的使用介绍链接。使用这种方式明显处理起来更快很多,但是使用RenderScript做高斯模糊,模糊半径只能小于25

三、采用另一种特殊的算法,比第一种要快,但是比RenderScript还是要慢

public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {

        // Stack Blur v1.0 from  
        // http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html  
        //  
        // Java Author: Mario Klingemann <mario at quasimondo.com>  
        // http://incubator.quasimondo.com  
        // created Feburary 29, 2004  
        // Android port : Yahel Bouaziz <yahel at kayenko.com>  
        // http://www.kayenko.com  
        // ported april 5th, 2012  

        // This is a compromise between Gaussian Blur and Box blur  
        // It creates much better looking blurs than Box Blur, but is  
        // 7x faster than my Gaussian Blur implementation.  
        //  
        // I called it Stack Blur because this describes best how this  
        // filter works internally: it creates a kind of moving stack  
        // of colors whilst scanning through the image. Thereby it  
        // just has to add one new block of color to the right side  
        // of the stack and remove the leftmost color. The remaining  
        // colors on the topmost layer of the stack are either added on  
        // or reduced by one, depending on if they are on the right or  
        // on the left side of the stack.  
        //  
        // If you are using this algorithm in your code please add  
        // the following line:  
        //  
        // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>  

        Bitmap bitmap;
        if (canReuseInBitmap) {
            bitmap = sentBitmap;
        } else {
            bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        }

        if (radius < 1) {
            return (null);
        }

        int w = bitmap.getWidth();
        int h = bitmap.getHeight();

        int[] pix = new int[w * h];
        bitmap.getPixels(pix, 0, w, 0, 0, w, h);

        int wm = w - 1;
        int hm = h - 1;
        int wh = w * h;
        int div = radius + radius + 1;

        int r[] = new int[wh];
        int g[] = new int[wh];
        int b[] = new int[wh];
        int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
        int vmin[] = new int[Math.max(w, h)];

        int divsum = (div + 1) >> 1;
        divsum *= divsum;
        int dv[] = new int[256 * divsum];
        for (i = 0; i < 256 * divsum; i++) {
            dv[i] = (i / divsum);
        }

        yw = yi = 0;

        int[][] stack = new int[div][3];
        int stackpointer;
        int stackstart;
        int[] sir;
        int rbs;
        int r1 = radius + 1;
        int routsum, goutsum, boutsum;
        int rinsum, ginsum, binsum;

        for (y = 0; y < h; y++) {
            rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
            for (i = -radius; i <= radius; i++) {
                p = pix[yi + Math.min(wm, Math.max(i, 0))];
                sir = stack[i + radius];
                sir[0] = (p & 0xff0000) >> 16;
                sir[1] = (p & 0x00ff00) >> 8;
                sir[2] = (p & 0x0000ff);
                rbs = r1 - Math.abs(i);
                rsum += sir[0] * rbs;
                gsum += sir[1] * rbs;
                bsum += sir[2] * rbs;
                if (i > 0) {
                    rinsum += sir[0];
                    ginsum += sir[1];
                    binsum += sir[2];
                } else {
                    routsum += sir[0];
                    goutsum += sir[1];
                    boutsum += sir[2];
                }
            }
            stackpointer = radius;

            for (x = 0; x < w; x++) {

                r[yi] = dv[rsum];
                g[yi] = dv[gsum];
                b[yi] = dv[bsum];

                rsum -= routsum;
                gsum -= goutsum;
                bsum -= boutsum;

                stackstart = stackpointer - radius + div;
                sir = stack[stackstart % div];

                routsum -= sir[0];
                goutsum -= sir[1];
                boutsum -= sir[2];

                if (y == 0) {
                    vmin[x] = Math.min(x + radius + 1, wm);
                }
                p = pix[yw + vmin[x]];

                sir[0] = (p & 0xff0000) >> 16;
                sir[1] = (p & 0x00ff00) >> 8;
                sir[2] = (p & 0x0000ff);

                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];

                rsum += rinsum;
                gsum += ginsum;
                bsum += binsum;

                stackpointer = (stackpointer + 1) % div;
                sir = stack[(stackpointer) % div];

                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];

                rinsum -= sir[0];
                ginsum -= sir[1];
                binsum -= sir[2];

                yi++;
            }
            yw += w;
        }
        for (x = 0; x < w; x++) {
            rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
            yp = -radius * w;
            for (i = -radius; i <= radius; i++) {
                yi = Math.max(0, yp) + x;

                sir = stack[i + radius];

                sir[0] = r[yi];
                sir[1] = g[yi];
                sir[2] = b[yi];

                rbs = r1 - Math.abs(i);

                rsum += r[yi] * rbs;
                gsum += g[yi] * rbs;
                bsum += b[yi] * rbs;

                if (i > 0) {
                    rinsum += sir[0];
                    ginsum += sir[1];
                    binsum += sir[2];
                } else {
                    routsum += sir[0];
                    goutsum += sir[1];
                    boutsum += sir[2];
                }

                if (i < hm) {
                    yp += w;
                }
            }
            yi = x;
            stackpointer = radius;
            for (y = 0; y < h; y++) {
                // Preserve alpha channel: ( 0xff000000 & pix[yi] )  
                pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];

                rsum -= routsum;
                gsum -= goutsum;
                bsum -= boutsum;

                stackstart = stackpointer - radius + div;
                sir = stack[stackstart % div];

                routsum -= sir[0];
                goutsum -= sir[1];
                boutsum -= sir[2];

                if (x == 0) {
                    vmin[y] = Math.min(y + r1, hm) * w;
                }
                p = x + vmin[y];

                sir[0] = r[p];
                sir[1] = g[p];
                sir[2] = b[p];

                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];

                rsum += rinsum;
                gsum += ginsum;
                bsum += binsum;

                stackpointer = (stackpointer + 1) % div;
                sir = stack[stackpointer];

                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];

                rinsum -= sir[0];
                ginsum -= sir[1];
                binsum -= sir[2];

                yi += w;
            }
        }

        bitmap.setPixels(pix, 0, w, 0, 0, w, h);

        return (bitmap);
    }

`

随着手势的滑动,图片越来越模糊

背景会随着手指上滑模糊程度加深,实际使用中发现怎么都达不到那样流畅的效果,因为手势刷新的速度很快,每一帧都去重新模糊计算一遍,还是会有延迟,造成页面卡顿。后来在一次偶然的开发中发现其实不需要每一帧都重新去模糊一遍,而是将图片最大程度模糊一次,之后和原图叠加,通过改变叠加的模糊图片的alpha值来达到不同程度的模糊效。

mBlurImage.setOnTouchListener(new OnTouchListener() {  

            private float mLastY;  

            @Override  
            public boolean onTouch(View v, MotionEvent event) {  
                switch (event.getAction()) {  
                case MotionEvent.ACTION_DOWN:  
                    mLastY = event.getY();  
                    break;  
                case MotionEvent.ACTION_MOVE:  
                    float y = event.getY();  
                    float alphaDelt = (y - mLastY) / 1000;  
                    float alpha = mBlurImage.getAlpha() + alphaDelt;  
                    if (alpha > 1.0) {  
                        alpha = 1.0f;  
                    } else if (alpha < 0.0) {  
                        alpha = 0.0f;  
                    }  
                    mTextView.setText(String.valueOf(alpha));  
                    mBlurImage.setAlpha(alpha);  
                    break;  
                case MotionEvent.ACTION_UP:  
                    break;  
                }  
                return true;  
            }  
        });  

还有一种挺有意思的模糊实现:
ClassView盖一层模糊层

1
0

查看评论
* 以上用户言论只代表其个人观点,不代表CSDN网站的观点或立场
    个人资料
    • 访问:1955次
    • 积分:112
    • 等级:
    • 排名:千里之外
    • 原创:9篇
    • 转载:2篇
    • 译文:0篇
    • 评论:0条
    文章存档