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; }