I am changing color values of each pixel in an image based on a calculation. The problem is that this takes over 5 seconds on my machine with a 1000x1333 image and I'm looking for a way to optimize it to be much faster.
I think ColorMatrix
may be an option, but I'm having a difficult time figure out how I would get a set of pixel RGB values, use that to calculate and then set the new pixel value. I can see how this can be done if I was just modifying (multiplying, subtracting, etc.) the original value with ColorMatrix, but now how I can use the pixels returned value to use it to calculate and new value.
For example:
Sub DarkenPicture()
Dim clrTestFolderPath = "C:\Users\Me\Desktop\ColorTest\"
Dim originalPicture = "original.jpg"
Dim Luminance As Single
Dim bitmapOriginal As Bitmap = Image.FromFile(clrTes开发者_JAVA百科tFolderPath + originalPicture)
Dim Clr As Color
Dim newR As Byte
Dim newG As Byte
Dim newB As Byte
For x = 0 To bitmapOriginal.Width - 1
For y = 0 To bitmapOriginal.Height - 1
Clr = bitmapOriginal.GetPixel(x, y)
Luminance = ((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))/ 255
newR = Clr.R * Luminance
newG = Clr.G * Luminance
newB = Clr.B * Luminance
bitmapOriginal.SetPixel(x, y, Color.FromArgb(newR, newG, newB))
Next
Next
bitmapOriginal.Save(clrTestFolderPath + "colorized.jpg", ImageFormat.Jpeg)
End Sub
The Luminance
value is the calculated one. I know I can set ColorMatrix
's M00, M11, M22 to 0, 0, 0 respectively and then put a new value in M40, M41, M42, but that new value is calculated based of a value multiplication and addition of that pixel's components (((0.21 * (Clr.R) + (0.72 * (Clr.G)) + (0.07 * (Clr.B))
and the result of that - Luminance
- is multiplied by the color component).
Is this even possible with ColorMatrix
?
No. Making any one of the color components being multiplied with itself or any other component is not possible with a ColorMatrix. You can ony multiply the components with constants and then add the parts together.
But what you can do is to write this into C# and use .LockBits instead of GetPixel/SetPixel. That would be even faster that what you could possibly achieve with a ColorMatrix.
UPDATE: some sample code:
private static void myVerySpecialSepia(
IntPtr source,
IntPtr destination,
int height,
int width,
int sourceStride,
int destinationStride,
int sourceBytesPerPixel,
int destinationBytesPerPixel )
{
unsafe
{
for ( int y = 0 ; y < height ; y++ )
{
byte* pOrig = (byte*)source.ToPointer() + sourceStride * y;
byte* pDest = (byte*)destination.ToPointer() + destinationStride * y;
for ( int x = width ; x > 0 ; x-- )
{
float b = pOrig[0];
float g = pOrig[1];
float r = pOrig[2];
float b2 = b * b;
float g2 = g * g;
float r2 = r * r;
pDest[0] = (byte)(
b * 0.400367618f + b2 * 0.00011502471f +
g * (-0.0337239578f) + g2 * 0.00056673412f +
r * 0.221445322f + r2 * 0.0008506606f +
6.2766808485f);
pDest[1] = (byte)(
b * 0.493460029f + b2 * (-0.00023297003f) +
g * (-0.008577178f) + g2 * 0.00031247039f +
r * 0.5043012 + r2 * (-0.00006892065f) +
0.2746957206f);
pDest[2] = (byte)(
b * 0.617727f + b2 * (-0.00070876251f) +
g * 0.00271902746f + g2 * 0.00007401942f +
r * 0.6954346f + r2 * (-0.00065937551f) +
0.116103285f);
pOrig += sourceBytesPerPixel;
pDest += destinationBytesPerPixel;
}
}
}
}
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