signed distance field 算法


將二值圖轉化成signed distance field后,可以在雙線性插值下實現平滑放大。

定義:

到前景的distance field:各點到最近前景點的距離。

到背景的distance field:各點到最近背景景點的距離。

則: signed distance field = 到背景的distance field - 到前景的distance field。

注:最好嚴格按上面定義計算signed distance field。看到有的博文中說先提取輪廓點,然后計算各點到最近輪廓點的距離,並且如果此點是前景點就將計算出的距離加+號,如果此點是背景點就將計算出的距離加-號。這樣確實也得到一個signed distance field,但顯然這樣計算出來的signed distance field跟嚴格按照上面定義計算出來的結果是不一樣的,對結果准確性是否造成影響不太清楚。

若按前面標准定義計算出signed distance field后,輪廓閾值應取為0,即signed distance field中大於等於0的像素復原為前景。

實際存儲的時候我是求了一下signed distance field中的最大值max和最小值min,然后通過(signedDis-min)/(max-min)將signedDis映射到[0,1],並且將輪廓閾值0映射為(0-min)/(max-min),即得到了一個取值在[0,1]間的signed distance field,其輪廓閾值為(0-min)/(max-min)。

 

生成signed distance field的算法,開始我在這個博文(http://blog.csdn.net/tianwaifeimao/article/details/45078661)中找到一個Saito算法,它利用距離平方在x和y上可分開處理的性質提高了計算效率,雖然沒有完全達到線性復雜度,但也比暴力算法快得多。算法的正確性很容易看出來,實現出來實測了一下,也沒問題。

后來又在網上找到一個稱為8ssedt的算法(見:http://www.codersnotes.com/algorithms/signed-distance-fields),博文中給的論文鏈接打不開,但給出源代碼下載,代碼很短能看明白,用的是與最短路徑的算法相同的思路,針對問題本身的結構做了很巧妙的優化,達到了線性復雜度。(注:前述Saito算法第一步求各點在本行中的最近前景點時也可以利用8ssedt算法的思路進行優化計算)。

8ssedt算法代碼如下(轉自: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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