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;
}
