将二值图转化成signed distance field后,可以在双线性插值下实现平滑放大。
定义:
到前景的distance field:各点到最近前景点的距离。
到背景的distance field:各点到最近背景景点的距离。
则: signed distance field = 到背景的distance field - 到前景的distance field。
注:最好严格按上面定义计算signed distance field。看到有的博文中说先提取轮廓点,然后计算各点到最近轮廓点的距离,并且如果此点是前景点就将计算出的距离加+号,如果此点是背景点就将计算出的距离加-号。这样确实也得到一个signed distance field,但显然这样计算出来的signed distance field跟严格按照上面定义计算出来的结果是不一样的。
按标准定义计算出signed distance field后,轮廓阈值应取为0.5,即signed distance field中大于等于0.5的像素复原为前景。
实际存储的时候我是求了一下signed distance field中的最大值max和最小值min,然后通过(signedDis-min)/(max-min)将signedDis映射到[0,1],并且将轮廓阈值0.5映射为(0.5-min)/(max-min),即得到了一个取值在[0,1]间的signed distance field,其轮廓阈值为(0.5-min)/(max-min)。
生成signed distance field的算法,开始我在这个博文(http://blog.csdn.net/tianwaifeimao/article/details/45078661)中找到一个Saito算法,它利用距离平方在x和y上可分开处理的性质提高了计算效率,虽然没有完全达到线性复杂度,但也比暴力算法快得多。算法的正确性很容易看出来,实现出来实测了一下,也没问题。
后来又在网上找到一个称为8ssedt的算法(见:http://www.codersnotes.com/algorithms/signed-distance-fields),博文中给的论文链接打不开,但给出源代码下载,代码很短能看明白,用的是与最短路径的算法相同的思路,针对问题本身的结构做了很巧妙的优化,达到了线性复杂度。(注:前述Saito算法第一步求各点在本行中的最近前景点时也可以利用8ssedt算法的思路进行优化计算)。
8ssedt算法代码如下(转自: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; }