improved box blur accuracy

This commit is contained in:
Thomas Friedel 2019-05-13 11:56:36 +02:00
parent 62e4cae716
commit 3695a6ef59

View file

@ -18,14 +18,142 @@ func (b *SoftwareBackend) drawBlurred(size float64) {
draw.Draw(b.Image, b.Image.Rect, blurred, image.ZP, draw.Over)
}
/*
func gauss(img *image.RGBA, size float64) *image.RGBA {
const maxDist = 128
var buf [2*maxDist + 1]float64
kernel := buf[:]
gaussianKernel(size, kernel)
dist := maxDist
for x := 0; x < maxDist; x++ {
if kernel[x] < 0.002 {
continue
}
dist = maxDist - x
kernel = kernel[x : len(kernel)-x]
break
}
fmt.Println(dist)
img = gaussx(img, kernel, dist)
return gaussy(img, kernel, dist)
}
func gaussx(img *image.RGBA, kernel []float64, maxDist int) *image.RGBA {
bounds := img.Bounds()
result := image.NewRGBA(bounds)
w, h := bounds.Dx(), bounds.Dy()
for y := 0; y < h; y++ {
for x := 0; x < w; x++ {
imgFrom, imgTo := x-maxDist, x+maxDist
kernelFrom := 0
if imgFrom < 0 {
kernelFrom -= imgFrom
imgFrom = 0
}
if imgTo >= w {
imgTo = w - 1
}
kernelSum := 0.0
var r, g, b, a float64
for xx, j := imgFrom, kernelFrom; xx <= imgTo; xx++ {
k := kernel[j]
kernelSum += k
col := img.RGBAAt(xx, y)
r += float64(col.R) * k
g += float64(col.G) * k
b += float64(col.B) * k
a += float64(col.A) * k
j++
}
col := color.RGBA{
R: uint8(math.Round(r / kernelSum)),
G: uint8(math.Round(g / kernelSum)),
B: uint8(math.Round(b / kernelSum)),
A: uint8(math.Round(a / kernelSum)),
}
result.SetRGBA(x, y, col)
}
}
return result
}
func gaussy(img *image.RGBA, kernel []float64, maxDist int) *image.RGBA {
bounds := img.Bounds()
result := image.NewRGBA(bounds)
w, h := bounds.Dx(), bounds.Dy()
for y := 0; y < h; y++ {
imgFrom, imgTo := y-maxDist, y+maxDist
kernelFrom := 0
if imgFrom < 0 {
kernelFrom -= imgFrom
imgFrom = 0
}
if imgTo >= h {
imgTo = h - 1
}
for x := 0; x < w; x++ {
kernelSum := 0.0
var r, g, b, a float64
for yy, j := imgFrom, kernelFrom; yy <= imgTo; yy++ {
k := kernel[j]
kernelSum += k
col := img.RGBAAt(x, yy)
r += float64(col.R) * k
g += float64(col.G) * k
b += float64(col.B) * k
a += float64(col.A) * k
j++
}
col := color.RGBA{
R: uint8(math.Round(r / kernelSum)),
G: uint8(math.Round(g / kernelSum)),
B: uint8(math.Round(b / kernelSum)),
A: uint8(math.Round(a / kernelSum)),
}
result.SetRGBA(x, y, col)
}
}
return result
}
func gaussianKernel(stddev float64, target []float64) {
stddevSqr := stddev * stddev
center := float64(len(target) / 2)
factor := 1.0 / math.Sqrt(2*math.Pi*stddevSqr)
for i := range target {
x := float64(i) - center
target[i] = factor * math.Pow(math.E, -x*x/(2*stddevSqr))
}
}
*/
func box3(img *image.RGBA, size float64) *image.RGBA {
rsize := int(math.Round(size * 0.75)) // todo properly size
img = box3x(img, rsize)
img = box3x(img, rsize)
img = box3x(img, rsize)
img = box3y(img, rsize)
img = box3y(img, rsize)
img = box3y(img, rsize)
size *= 1 - 1/(size+1) // this just seems to improve the accuracy
fsize := math.Floor(size)
sizea := int(fsize)
sizeb := sizea
sizec := sizea
if size-fsize > 0.333333333 {
sizeb++
}
if size-fsize > 0.666666666 {
sizec++
}
img = box3x(img, sizea)
img = box3x(img, sizeb)
img = box3x(img, sizec)
img = box3y(img, sizea)
img = box3y(img, sizeb)
img = box3y(img, sizec)
return img
}