圖像處理之高斯模糊

有時候爲了美觀,背景圖片會加上模糊處理。一張圖片其實是由若干個像素組成,每個像素都可以用一個矩陣表示,然而,所謂的模糊,就是將矩陣的值縮小一定的倍數,讓像素值變小。

百度一下,發現有很多介紹圖像高斯模糊的,我想說的是,這些資料都很棒,所以本人就隨便提一下兩種高斯模糊寫法: Java版本的高斯模糊實現RenderScript的高斯模糊實現

效果如下:

(1)Java版本的高斯模糊的簡單實現

這種寫法的時間複雜度爲O(m2 * n2)。

代碼實現如下:

BlurTransform.java

public class BlurTransform extends BitmapTransformation {

    //模糊程度
    private int radius;

    public BlurTransform(){

    }

    public BlurTransform(int radius){
        this.radius = radius;
    }

    @Override
    protected Bitmap transform(@NonNull BitmapPool pool, @NonNull Bitmap source, int outWidth, int outHeight) {
        return doBlur(source, radius, true);
    }

    @Override
    public void updateDiskCacheKey(@NonNull MessageDigest messageDigest) {

    }

    public static Bitmap doBlur(Bitmap sentBitmap, int radius, boolean canReuseInBitmap) {
        Bitmap bitmap;
        if (canReuseInBitmap) {
            bitmap = sentBitmap;
        } else {
            bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        }

        if (radius < 1) {
            radius = 1;
        }

        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);
    }
}


            Glide.with(MainActivity.this)
                    .load(R.mipmap.pic4)
                    .transform(new BlurTransform(100))
                    .into(iv_image);

構造方法BlurTransform的參數radius表示模糊程度,數值越大越模糊,它的區間是[1,正無窮)。

(2)RenderScript的高斯模糊實現(比第一種快)

這種方法實現只支持API17以上的版本,API17以下的版本不支持,當然,自從Android9.0問世之後,也就移位了API17之前的手機已經完全淘汰了,所以這種方案可以放心使用。

代碼實現如下:

BlurTransform.java

public class BlurTransform extends BitmapTransformation {

    //模糊程度
    private int radius;

    private Context mContext;

    public BlurTransform(Context mContext){
        this.mContext = mContext;
    }

    public BlurTransform(Context mContext, int radius){
        this.mContext = mContext;
        if(radius < 1){
            this.radius = 1;
        }else if(radius >25){
            this.radius = 25;
        }else{
            this.radius = radius;
        }
    }

    @Override
    protected Bitmap transform(@NonNull BitmapPool pool, @NonNull Bitmap source, int outWidth, int outHeight) {
        return getBlurBitmap(mContext, pool, source, radius);
    }

    @Override
    public void updateDiskCacheKey(@NonNull MessageDigest messageDigest) {

    }

    /**
     * 得到模糊後的bitmap
     *
     * @param context
     * @param inputBitmap
     * @param radius
     * @return
     */
    private Bitmap getBlurBitmap(Context context, BitmapPool pool, Bitmap inputBitmap, int radius) {

        if(inputBitmap == null){
            return null;
        }

        // 創建一張渲染後的輸出圖片。
        Bitmap outputBitmap = pool.get(inputBitmap.getWidth(), inputBitmap.getHeight(), inputBitmap.getConfig());

        // 創建RenderScript內核對象
        RenderScript rs = RenderScript.create(context);
        // 創建一個模糊效果的RenderScript的工具對象
        ScriptIntrinsicBlur blurScript = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));

        // 由於RenderScript並沒有使用VM來分配內存,所以需要使用Allocation類來創建和分配內存空間。
        // 創建Allocation對象的時候其實內存是空的,需要使用copyTo()將數據填充進去。
        Allocation tmpIn = Allocation.createFromBitmap(rs, inputBitmap);
        Allocation tmpOut = Allocation.createFromBitmap(rs, outputBitmap);

        // 設置渲染的模糊程度
        blurScript.setRadius(radius);
        // 設置blurScript對象的輸入內存
        blurScript.setInput(tmpIn);
        // 將輸出數據保存到輸出內存中
        blurScript.forEach(tmpOut);

        // 將數據填充到Allocation中
        tmpOut.copyTo(outputBitmap);

        return outputBitmap;
    }
}


            Glide.with(MainActivity.this)
                    .load(R.mipmap.pic4)
                    .transform(new BlurTransform(MainActivity.this, 10))
                    .into(iv_image);
參考:

本篇文字描述比較少,因爲網上好博客很多很多,所以感覺沒必要做重複的描述了。

Android圖像處理 - 高斯模糊的原理及實現
Android背景模糊話模糊、高斯模糊(FastBlur)
Android下實現高效的模糊效果
教你一分鐘實現動態模糊效果

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