快速高斯模糊算法



快速高斯模糊算法

转载: http://www.cnblogs.com/tntmonks/p/4899649.html

 

刚才发现一份快速高斯模糊的实现。

源地址为:http://incubator.quasimondo.com/processing/gaussian_blur_1.php

作者信息为:
 Fast Gaussian Blur v1.3
 by Mario Klingemann <http://incubator.quasimondo.com>
processing源码: http://incubator.quasimondo.com/processing/fastblur.pde
效果图:


转为C语言实现版本。
 
代码如下:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
// Fast Gaussian Blur v1.3
// by Mario Klingemann <http://incubator.quasimondo.com>
// C version updated and performance optimization by tntmonks(http://tntmonks.cnblogs.com)
// One of my first steps with Processing. I am a fan
// of blurring. Especially as you can use blurred images
// as a base for other effects. So this is something I
// might get back to in later experiments.
//
// What you see is an attempt to implement a Gaussian Blur algorithm
// which is exact but fast. I think that this one should be
// relatively fast because it uses a special trick by first
// making a horizontal blur on the original image and afterwards
// making a vertical blur on the pre-processed image. This
// is a mathematical correct thing to do and reduces the
// calculation a lot.
//
// In order to avoid the overhead of function calls I unrolled
// the whole convolution routine in one method. This may not
// look nice, but brings a huge performance boost.
//
//
// v1.1: I replaced some multiplications by additions
//       and added aome minor pre-caclulations.
//       Also add correct rounding for float->int conversion
//
// v1.2: I completely got rid of all floating point calculations
//       and speeded up the whole process by using a
//       precalculated multiplication table. Unfortunately
//       a precalculated division table was becoming too
//       huge. But maybe there is some way to even speed
//       up the divisions.
//
// v1.3: Fixed a bug that caused blurs that start at y>0
//   to go wrong. Thanks to Jeroen Schellekens for
//       finding it!
 
void GaussianBlur(unsigned char * img, unsigned  int x, unsigned int y, unsigned int w, unsigned int h, unsigned int comp, unsigned int radius)
{
     unsigned int i, j ;
     radius = min(max(1, radius), 248);
     unsigned int kernelSize = 1 + radius * 2;
     unsigned int * kernel = (unsigned int *) malloc (kernelSize* sizeof (unsigned int ));
     memset (kernel, 0, kernelSize* sizeof (unsigned int ));
     unsigned int (*mult)[256] = (unsigned int (*)[256]) malloc (kernelSize * 256 * sizeof (unsigned int ));
     memset (mult, 0, kernelSize * 256 * sizeof (unsigned int ));
     unsigned    int sum = 0;
     for (i = 1; i < radius; i++){
         unsigned int szi = radius - i;
         kernel[radius + i] = kernel[szi] = szi*szi;
         sum += kernel[szi] + kernel[szi];
         for (j = 0; j < 256; j++){
             mult[radius + i][j] = mult[szi][j] = kernel[szi] * j;
         }
     }
     kernel[radius] = radius*radius;
     sum += kernel[radius];
     for (j = 0; j < 256; j++){
          
         mult[radius][j] = kernel[radius] * j;
     }
 
     unsigned int   cr, cg, cb;
     unsigned int   xl, yl, yi, ym, riw;
     unsigned int   read, ri, p,   n;
     unsigned    int imgWidth = w;
     unsigned    int imgHeight = h;
     unsigned    int imageSize = imgWidth*imgHeight;
     unsigned char * rgb = (unsigned char *) malloc ( sizeof (unsigned char ) * imageSize * 3);
     unsigned char * r = rgb;
     unsigned char * g = rgb + imageSize;
     unsigned char * b = rgb + imageSize * 2;
     unsigned char * rgb2 = (unsigned char *) malloc ( sizeof (unsigned char ) * imageSize * 3);
     unsigned char * r2 = rgb2;
     unsigned char * g2 = rgb2 + imageSize;
     unsigned char * b2 = rgb2 + imageSize * 2;
  
     for ( size_t yh = 0; yh < imgHeight; ++yh) {
  
         for ( size_t xw = 0; xw < imgWidth; ++xw) {
             n = xw + yh* imgWidth;
             p = n*comp;
             r[n] = img[p];
             g[n] = img[p + 1];
             b[n] = img[p + 2];
         }
     }
     
     x = max(0, x);
     y = max(0, y);
     w = x + w - max(0, (x + w) - imgWidth);
     h = y + h - max(0, (y + h) - imgHeight);
     yi = y*imgWidth;
  
     for (yl = y; yl < h; yl++){
  
         for (xl = x; xl < w; xl++){
             cb = cg = cr = sum = 0;
             ri = xl - radius;
             for (i = 0; i < kernelSize; i++){
                 read = ri + i;
                 if (read >= x && read < w)
                 {
                     read += yi;
                     cr += mult[i][r[read]];
                     cg += mult[i][g[read]];
                     cb += mult[i][b[read]];
                     sum += kernel[i];
                 }
             }
             ri = yi + xl;
             r2[ri] = cr / sum;
             g2[ri] = cg / sum;
             b2[ri] = cb / sum;
         }
         yi += imgWidth;
     }
     yi = y*imgWidth;
  
     for (yl = y; yl < h; yl++){
         ym = yl - radius;
         riw = ym*imgWidth;
         for (xl = x; xl < w; xl++){
             cb = cg = cr = sum = 0;
             ri = ym;
             read = xl + riw;
             for (i = 0; i < kernelSize; i++){
                 if (ri < h && ri >= y)
                 {
                     cr += mult[i][r2[read]];
                     cg += mult[i][g2[read]];
                     cb += mult[i][b2[read]];
                     sum += kernel[i];
                 }
                 ri++;
                 read += imgWidth;
             }
             p = (xl + yi)*comp;
             img[p] = (unsigned char )(cr / sum);
             img[p + 1] = (unsigned char )(cg / sum);
             img[p + 2] = (unsigned char )(cb / sum);
         }
         yi += imgWidth;
     }
 
     free (rgb);
     free (rgb2);
     free (kernel);
     free (mult);
}

  快速高斯模糊算法




刚才发现一份快速高斯模糊的实现。

源地址为:http://incubator.quasimondo.com/processing/gaussian_blur_1.php
作者信息为:
Fast Gaussian Blur v1.3
by Mario Klingemann <http://incubator.quasimondo.com>
processing源码: http://incubator.quasimondo.com/processing/fastblur.pde
效果图:




转为C语言实现版本。

代码如下:







1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

67

68

69

70

71

72

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

120

121

122

123

124

125

126

127

128

129

130

131

132

133

134

135

136

137

138

139

140

141

142

143

144

145

146

147

148

149


// Fast Gaussian Blur v1.3

// by Mario Klingemann <http://incubator.quasimondo.com>

// C version updated and performance optimization by tntmonks(http://tntmonks.cnblogs.com)

// One of my first steps with Processing. I am a fan

// of blurring. Especially as you can use blurred images

// as a base for other effects. So this is something I

// might get back to in later experiments.

//

// What you see is an attempt to implement a Gaussian Blur algorithm

// which is exact but fast. I think that this one should be

// relatively fast because it uses a special trick by first

// making a horizontal blur on the original image and afterwards

// making a vertical blur on the pre-processed image. This

// is a mathematical correct thing to do and reduces the

// calculation a lot.

//

// In order to avoid the overhead of function calls I unrolled

// the whole convolution routine in one method. This may not

// look nice, but brings a huge performance boost.

//

//

// v1.1: I replaced some multiplications by additions

// and added aome minor pre-caclulations.

// Also add correct rounding for float->int conversion

//

// v1.2: I completely got rid of all floating point calculations

// and speeded up the whole process by using a

// precalculated multiplication table. Unfortunately

// a precalculated division table was becoming too

// huge. But maybe there is some way to even speed

// up the divisions.

//

// v1.3: Fixed a bug that caused blurs that start at y>0

// to go wrong. Thanks to Jeroen Schellekens for

// finding it!



void GaussianBlur(unsigned char* img, unsigned int x, unsigned int y, unsigned int w, unsigned int h, unsigned int comp, unsigned int radius)

{

unsigned int i, j ;

radius = min(max(1, radius), 248);

unsigned int kernelSize = 1 + radius * 2;

unsigned int* kernel = (unsigned int*)malloc(kernelSize* sizeof(unsigned int));

memset(kernel, 0, kernelSize* sizeof(unsigned int));

unsigned int(*mult)[256] = (unsigned int(*)[256])malloc(kernelSize * 256 * sizeof(unsigned int));

memset(mult, 0, kernelSize * 256 * sizeof(unsigned int));

unsigned int sum = 0;

for (i = 1; i < radius; i++){

unsigned int szi = radius - i;

kernel[radius + i] = kernel[szi] = szi*szi;

sum += kernel[szi] + kernel[szi];

for (j = 0; j < 256; j++){

mult[radius + i][j] = mult[szi][j] = kernel[szi] * j;

}

}

kernel[radius] = radius*radius;

sum += kernel[radius];

for (j = 0; j < 256; j++){



mult[radius][j] = kernel[radius] * j;

}



unsigned int cr, cg, cb;

unsigned int xl, yl, yi, ym, riw;

unsigned int read, ri, p, n;

unsigned int imgWidth = w;

unsigned int imgHeight = h;

unsigned int imageSize = imgWidth*imgHeight;

unsigned char * rgb = (unsigned char *)malloc(sizeof(unsigned char) * imageSize * 3);

unsigned char * r = rgb;

unsigned char * g = rgb + imageSize;

unsigned char * b = rgb + imageSize * 2;

unsigned char * rgb2 = (unsigned char *)malloc(sizeof(unsigned char) * imageSize * 3);

unsigned char * r2 = rgb2;

unsigned char * g2 = rgb2 + imageSize;

unsigned char * b2 = rgb2 + imageSize * 2;



for (size_t yh = 0; yh < imgHeight; ++yh) {



for (size_t xw = 0; xw < imgWidth; ++xw) {

n = xw + yh* imgWidth;

p = n*comp;

r[n] = img[p];

g[n] = img[p + 1];

b[n] = img[p + 2];

}

}



x = max(0, x);

y = max(0, y);

w = x + w - max(0, (x + w) - imgWidth);

h = y + h - max(0, (y + h) - imgHeight);

yi = y*imgWidth;



for (yl = y; yl < h; yl++){



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

cb = cg = cr = sum = 0;

ri = xl - radius;

for (i = 0; i < kernelSize; i++){

read = ri + i;

if (read >= x && read < w)

{

read += yi;

cr += mult[i][r[read]];

cg += mult[i][g[read]];

cb += mult[i][b[read]];

sum += kernel[i];

}

}

ri = yi + xl;

r2[ri] = cr / sum;

g2[ri] = cg / sum;

b2[ri] = cb / sum;

}

yi += imgWidth;

}

yi = y*imgWidth;



for (yl = y; yl < h; yl++){

ym = yl - radius;

riw = ym*imgWidth;

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

cb = cg = cr = sum = 0;

ri = ym;

read = xl + riw;

for (i = 0; i < kernelSize; i++){

if (ri < h && ri >= y)

{

cr += mult[i][r2[read]];

cg += mult[i][g2[read]];

cb += mult[i][b2[read]];

sum += kernel[i];

}

ri++;

read += imgWidth;

}

p = (xl + yi)*comp;

img[p] = (unsigned char)(cr / sum);

img[p + 1] = (unsigned char)(cg / sum);

img[p + 2] = (unsigned char)(cb / sum);

}

yi += imgWidth;

}



free(rgb);

free(rgb2);

free(kernel);

free(mult);

}


  

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
Unity HDRP(High Definition Render Pipeline)是Unity引擎的一个高级渲染管线,用于实现高质量的图形渲染效果。高斯模糊是一种常用的图像处理技术,用于创建柔和、模糊的效果。在Unity HDRP中,可以使用Compute Shader来实现高斯模糊效果。 高斯模糊的基本原理是对图像中的每个像素进行加权平均,使得周围像素的颜色对当前像素的影响逐渐减小。这种加权平均的过程可以通过多次迭代来实现更加模糊的效果。 在Unity HDRP中,可以通过以下步骤来实现高斯模糊: 1. 创建一个Compute Shader:Compute Shader是一种在GPU上执行计算任务的程序。可以使用Compute Shader来实现高斯模糊算法。 2. 在Compute Shader中定义高斯模糊算法:在Compute Shader中,可以定义高斯模糊算法的具体实现。通常使用两个Pass来实现水平和垂直方向的模糊。 3. 创建一个Render Texture:Render Texture是一种特殊的纹理,可以用于在渲染过程中存储图像数据。创建一个Render Texture来存储模糊后的图像。 4. 在Compute Shader中使用Render Texture进行计算:在Compute Shader中,使用Render Texture作为输入和输出,对图像进行高斯模糊计算。 5. 在渲染过程中使用模糊后的图像:将模糊后的图像应用到需要模糊效果的对象上,可以通过将Render Texture作为材质的贴图来实现。 需要注意的是,高斯模糊是一种计算密集型的操作,对性能要求较高。在实际使用中,可以根据需求调整模糊的迭代次数和模糊半径,以平衡图像质量和性能。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值