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Metal每日分享,图像阀值素描滤镜效果

Metal每日分享,图像阀值素描滤镜效果

作者: 弹吉他的少年 | 来源:发表于2022-11-28 11:03 被阅读0次

    本案例的目的是理解如何用Metal实现图像阀值素描滤镜,用于图像阀值素描,形成有噪点的素描;


    效果图

    WX20221129-101936.png

    Demo

    实操代码

    // 用于图像阀值素描,形成有噪点的素描
    let filter = C7ThresholdSketch.init(edgeStrength: 2.5, threshold: 0.25)
    
    // 方案1:
    let dest = BoxxIO.init(element: originImage, filter: filter)
    ImageView.image = try? dest.output()
    
    dest.filters.forEach {
        NSLog("%@", "\($0.parameterDescription)")
    }
    
    // 方案2:
    ImageView.image = try? originImage.make(filter: filter)
    
    // 方案3:
    ImageView.image = originImage ->> filter
    

    实现原理

    • 过滤器

    这款滤镜采用并行计算编码器设计.compute(kernel: "C7ThresholdSketch"),参数因子[edgeStrength, threshold]

    对外开放参数

    • threshold: 任何高于这个阈值的边缘都是黑色的,低于白色的任何东西都是黑色的。
    • edgeStrength: 调整滤波器的动态范围。更高的值会导致更强的边缘,但可以饱和强度的色彩空间。
    public struct C7ThresholdSketch: C7FilterProtocol {
        
        public static let range: ParameterRange<Float, Self> = .init(min: 0.0, max: 1.0, value: 0.25)
        
        /// Any edge above this threshold will be black, and anything below white. Ranges from 0.0 to 1.0
        @ZeroOneRange public var threshold: Float = range.value
    
        /// Adjusts the dynamic range of the filter.
        /// Higher values lead to stronger edges, but can saturate the intensity colorspace.
        public var edgeStrength: Float = 1
        
        public var modifier: Modifier {
            return .compute(kernel: "C7ThresholdSketch")
        }
        
        public var factors: [Float] {
            return [edgeStrength, threshold]
        }
        
        public init(edgeStrength: Float = 1, threshold: Float = range.value) {
            self.edgeStrength = edgeStrength
            self.threshold = threshold
        }
    }
    
    • 着色器

    取出周边1像素对应点的归一化坐标,获取到这些点对应的红色值;
    水平方向取顶部和底部红色值做个整合处理,竖直方向取左边和右边做个整合处理,分别得到(h, v);
    length计算出范围值,step计算出阈值对应的颜色,最后得到黑色或白色像素颜色即可;

    kernel void C7ThresholdSketch(texture2d<half, access::write> outputTexture [[texture(0)]],
                                  texture2d<half, access::sample> inputTexture [[texture(1)]],
                                  constant float *edgeStrength [[buffer(0)]],
                                  constant float *threshold [[buffer(1)]],
                                  uint2 grid [[thread_position_in_grid]]) {
        constexpr sampler quadSampler(mag_filter::linear, min_filter::linear);
        
        const float x = float(grid.x);
        const float y = float(grid.y);
        const float width = float(inputTexture.get_width());
        const float height = float(inputTexture.get_height());
        
        const float2 leftCoordinate = float2((x - 1) / width, y / height);
        const float2 rightCoordinate = float2((x + 1) / width, y / height);
        const float2 topCoordinate = float2(x / width, (y - 1) / height);
        const float2 bottomCoordinate = float2(x / width, (y + 1) / height);
        const float2 topLeftCoordinate = float2((x - 1) / width, (y - 1) / height);
        const float2 topRightCoordinate = float2((x + 1) / width, (y - 1) / height);
        const float2 bottomLeftCoordinate = float2((x - 1) / width, (y + 1) / height);
        const float2 bottomRightCoordinate = float2((x + 1) / width, (y + 1) / height);
        
        const half leftIntensity = inputTexture.sample(quadSampler, leftCoordinate).r;
        const half rightIntensity = inputTexture.sample(quadSampler, rightCoordinate).r;
        const half topIntensity = inputTexture.sample(quadSampler, topCoordinate).r;
        const half bottomIntensity = inputTexture.sample(quadSampler, bottomCoordinate).r;
        const half topLeftIntensity = inputTexture.sample(quadSampler, topLeftCoordinate).r;
        const half topRightIntensity = inputTexture.sample(quadSampler, topRightCoordinate).r;
        const half bottomLeftIntensity = inputTexture.sample(quadSampler, bottomLeftCoordinate).r;
        const half bottomRightIntensity = inputTexture.sample(quadSampler, bottomRightCoordinate).r;
        
        half h = -topLeftIntensity - 2.0h * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0h * bottomIntensity + bottomRightIntensity;
        h = max(0.0h, h);
        half v = -bottomLeftIntensity - 2.0h * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0h * rightIntensity + topRightIntensity;
        v = max(0.0h, v);
        
        half mag = length(half2(h, v)) * half(*edgeStrength);
        mag = 1.0h - step(half(*threshold), mag);
        
        const half4 outColor = half4(half3(mag), 1.0h);
        outputTexture.write(outColor, grid);
    }
    

    Harbeth功能清单

    • 支持ios系统和macOS系统
    • 支持运算符函数式操作
    • 支持多种模式数据源 UIImage, CIImage, CGImage, CMSampleBuffer, CVPixelBuffer.
    • 支持快速设计滤镜
    • 支持合并多种滤镜效果
    • 支持输出源的快速扩展
    • 支持相机采集特效
    • 支持视频添加滤镜特效
    • 支持矩阵卷积
    • 支持使用系统 MetalPerformanceShaders.
    • 支持兼容 CoreImage.
    • 滤镜部分大致分为以下几个模块:
      • Blend:图像融合技术
      • Blur:模糊效果
      • Pixel:图像的基本像素颜色处理
      • Effect:效果处理
      • Lookup:查找表过滤器
      • Matrix: 矩阵卷积滤波器
      • Shape:图像形状大小相关
      • Visual: 视觉动态特效
      • MPS: 系统 MetalPerformanceShaders.

    最后

    • 慢慢再补充其他相关滤镜,喜欢就给我点个星🌟吧。
    • 滤镜Demo地址,目前包含100+种滤镜,同时也支持CoreImage混合使用。
    • 再附上一个开发加速库KJCategoriesDemo地址
    • 再附上一个网络基础库RxNetworksDemo地址
    • 喜欢的老板们可以点个星🌟,谢谢各位老板!!!

    ✌️.

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