将二值图转化成signed distance field后,可以在双线性插值下实现平滑放大。
定义:
到前景的distance field:各点到最近前景点的距离。
到背景的distance field:各点到最近背景景点的距离。
则: signed distance field = 到背景的distance field - 到前景的distance field。
注:最好严格按上面定义计算signed distance field。看到有的博文中说先提取轮廓点,然后计算各点到最近轮廓点的距离,并且如果此点是前景点就将计算出的距离加+号,如果此点是背景点就将计算出的距离加-号。这样确实也得到一个signed distance field,但显然这样计算出来的signed distance field跟严格按照上面定义计算出来的结果是不一样的。
按标准定义计算出signed distance field后,轮廓阈值应取为0.5,即signed distance field中大于等于0.5的像素复原为前景。
实际存储的时候我是求了一下signed distance field中的最大值max和最小值min,然后通过(signedDis-min)/(max-min)将signedDis映射到[0,1],并且将轮廓阈值0.5映射为(0.5-min)/(max-min),即得到了一个取值在[0,1]间的signed distance field,其轮廓阈值为(0.5-min)/(max-min)。
生成signed distance field的算法,开始我在这个博文(http://blog.csdn.net/tianwaifeimao/article/details/45078661)中找到一个Saito算法,它利用距离平方在x和y上可分开处理的性质提高了计算效率,虽然没有完全达到线性复杂度,但也比暴力算法快得多。算法的正确性很容易看出来,实现出来实测了一下,也没问题。
后来又在网上找到一个称为8ssedt的算法(见:http://www.codersnotes.com/algorithms/signed-distance-fields),博文中给的论文链接打不开,但给出源代码下载,代码很短能看明白,用的是与最短路径的算法相同的思路,针对问题本身的结构做了很巧妙的优化,达到了线性复杂度。(注:前述Saito算法第一步求各点在本行中的最近前景点时也可以利用8ssedt算法的思路进行优化计算)。
8ssedt算法代码如下(转自:http://www.codersnotes.com/algorithms/signed-distance-fields):
#include "SDL/sdl.h"
#include <math.h>
#define WIDTH 256
#define HEIGHT 256
struct Point
{
int dx, dy;
int DistSq() const { return dx*dx + dy*dy; }
};
struct Grid
{
Point grid[HEIGHT][WIDTH];
};
Point inside = { 0, 0 };
Point empty = { 9999, 9999 };
Grid grid1, grid2;
Point Get( Grid &g, int x, int y )
{
// OPTIMIZATION: you can skip the edge check code if you make your grid
// have a 1-pixel gutter.
if ( x >= 0 && y >= 0 && x < WIDTH && y < HEIGHT )
return g.grid[y][x];
else
return empty;
}
void Put( Grid &g, int x, int y, const Point &p )
{
g.grid[y][x] = p;
}
void Compare( Grid &g, Point &p, int x, int y, int offsetx, int offsety )
{
Point other = Get( g, x+offsetx, y+offsety );
other.dx += offsetx;
other.dy += offsety;
if (other.DistSq() < p.DistSq())
p = other;
}
void GenerateSDF( Grid &g )
{
// Pass 0
for (int y=0;y<HEIGHT;y++)
{
for (int x=0;x<WIDTH;x++)
{
Point p = Get( g, x, y );
Compare( g, p, x, y, -1, 0 );
Compare( g, p, x, y, 0, -1 );
Compare( g, p, x, y, -1, -1 );
Compare( g, p, x, y, 1, -1 );
Put( g, x, y, p );
}
for (int x=WIDTH-1;x>=0;x--)
{
Point p = Get( g, x, y );
Compare( g, p, x, y, 1, 0 );
Put( g, x, y, p );
}
}
// Pass 1
for (int y=HEIGHT-1;y>=0;y--)
{
for (int x=WIDTH-1;x>=0;x--)
{
Point p = Get( g, x, y );
Compare( g, p, x, y, 1, 0 );
Compare( g, p, x, y, 0, 1 );
Compare( g, p, x, y, -1, 1 );
Compare( g, p, x, y, 1, 1 );
Put( g, x, y, p );
}
for (int x=0;x<WIDTH;x++)
{
Point p = Get( g, x, y );
Compare( g, p, x, y, -1, 0 );
Put( g, x, y, p );
}
}
}
int main( int argc, char* args[] )
{
if ( SDL_Init( SDL_INIT_VIDEO ) == -1 )
return 1;
SDL_Surface *screen = SDL_SetVideoMode( WIDTH, HEIGHT, 32, SDL_SWSURFACE );
if ( !screen )
return 1;
// Initialize the grid from the BMP file.
SDL_Surface *temp = SDL_LoadBMP( "test.bmp" );
temp = SDL_ConvertSurface( temp, screen->format, SDL_SWSURFACE );
SDL_LockSurface( temp );
for( int y=0;y<HEIGHT;y++ )
{
for ( int x=0;x<WIDTH;x++ )
{
Uint8 r,g,b;
Uint32 *src = ( (Uint32 *)( (Uint8 *)temp->pixels + y*temp->pitch ) ) + x;
SDL_GetRGB( *src, temp->format, &r, &g, &b );
// Points inside get marked with a dx/dy of zero.
// Points outside get marked with an infinitely large distance.
if ( g < 128 )
{
Put( grid1, x, y, inside );
Put( grid2, x, y, empty );
} else {
Put( grid2, x, y, inside );
Put( grid1, x, y, empty );
}
}
}
SDL_UnlockSurface( temp );
// Generate the SDF.
GenerateSDF( grid1 );
GenerateSDF( grid2 );
// Render out the results.
SDL_LockSurface( screen );
for( int y=0;y<HEIGHT;y++ )
{
for ( int x=0;x<WIDTH;x++ )
{
// Calculate the actual distance from the dx/dy
int dist1 = (int)( sqrt( (double)Get( grid1, x, y ).DistSq() ) );
int dist2 = (int)( sqrt( (double)Get( grid2, x, y ).DistSq() ) );
int dist = dist1 - dist2;
// Clamp and scale it, just for display purposes.
int c = dist*3 + 128;
if ( c < 0 ) c = 0;
if ( c > 255 ) c = 255;
Uint32 *dest = ( (Uint32 *)( (Uint8 *)screen->pixels + y*screen->pitch ) ) + x;
*dest = SDL_MapRGB( screen->format, c, c, c );
}
}
SDL_UnlockSurface( screen );
SDL_Flip( screen );
// Wait for a keypress
SDL_Event event;
while( true )
{
if ( SDL_PollEvent( &event ) )
switch( event.type )
{
case SDL_QUIT:
case SDL_KEYDOWN:
return true;
}
}
return 0;
}
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原文:http://www.cnblogs.com/wantnon/p/4947067.html