[英]How do I blur a UIImage, but preserve sharp object boundaries?
我想对UIImage进行“智能”模糊处理,其中内容模糊,但边缘保持清晰。
例如,这是我的原始图片:
这是应用此模糊后我想看到的内容:
如何在UIImage上进行这样的“智能”模糊处理?
您在此处查找的模糊称为双边模糊。 与标准高斯模糊不同,周围像素颜色是根据与中心像素的相似程度与中心像素颜色进行平均的。 这会模糊对象的内部区域,但保留清晰的轮廓。
在我的开源GPUImage框架中,我有一个执行此操作的过滤器,称为GPUImageBilateralFilter。 这是应用于图像时的输出(使用blurSize为1.0和distanceNormalizationFactor为1.6):
我的结果和您的目标之间有些细微的差异,但这可能是由于我使用了特定的权重。 通过在这里调整参数,您应该能够使它更接近于上面。
OpenCV还具有双边模糊过滤器,如果您想在此框架之外使用它,则可以将源代码带到我的片段着色器中,并使用它来构建自己的OpenGL ES实现:
uniform sampler2D inputImageTexture;
const lowp int GAUSSIAN_SAMPLES = 9;
varying highp vec2 textureCoordinate;
varying highp vec2 blurCoordinates[GAUSSIAN_SAMPLES];
uniform mediump float distanceNormalizationFactor;
void main()
{
lowp vec4 centralColor;
lowp float gaussianWeightTotal;
lowp vec4 sum;
lowp vec4 sampleColor;
lowp float distanceFromCentralColor;
lowp float gaussianWeight;
centralColor = texture2D(inputImageTexture, blurCoordinates[4]);
gaussianWeightTotal = 0.18;
sum = centralColor * 0.18;
sampleColor = texture2D(inputImageTexture, blurCoordinates[0]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.05 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[1]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.09 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[2]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.12 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[3]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.15 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[5]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.15 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[6]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.12 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[7]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.09 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
sampleColor = texture2D(inputImageTexture, blurCoordinates[8]);
distanceFromCentralColor = min(distance(centralColor, sampleColor) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.05 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sampleColor * gaussianWeight;
gl_FragColor = sum / gaussianWeightTotal;
}
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