我想对UIImage执行“智能”模糊,其中的内容是模糊的,但边缘保持锐利。
例如,这是我的原始图像:

这是我希望在应用这个模糊之后看到的:

我怎么能在UIImage上做这样的“智能”模糊呢?
发布于 2013-01-24 04:37:04
你在这里寻找的模糊被称为双边模糊。与标准高斯模糊不同,周围像素颜色根据它们与中心像素的相似程度与中心像素颜色进行平均。这会模糊对象的内部区域,但会保留清晰的轮廓。
在我的开源GPUImage框架中,我有一个叫做GPUImageBilateralFilter的过滤器来做这件事。这是将其应用于图像时的输出(使用blurSize为1.0和distanceNormalizationFactor为1.6):

我的结果与你的目标之间有一些细微的差异,但这可能是由于我使用的特定权重。通过调整这里的参数,您应该能够更接近上面的内容。
OpenCV也有双向模糊滤镜,如果你想在这个框架之外使用它,你可以将源代码带到我的片段着色器中,并使用它来构建你自己的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;
}https://stackoverflow.com/questions/14456202
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