I need to do an analysis with an arbitrary image. I would like to start with the easiest example - just copy a image to picturebox.
Bitmap foreImg = new Bitmap("input.jpg");
//output image
Bitmap resImg = new Bitmap(foreImg.Width, foreImg.Height);
unsafe
{
BitmapData oneBits = foreImg.LockBits(new Rectangle(0, 0, foreImg.Width, foreImg.Height), ImageLockMode.ReadOnly, foreImg.PixelFormat);
BitmapData thrBits = resImg.LockBits(new Rectangle(0, 0, resImg.Width, resImg.Height), ImageLockMode.WriteOnly, resImg.PixelFormat);
System.Threading.Tasks.Parallel.For(0, foreImg.Width * foreImg.Height, j =>
{
Pixel* pxOne = (Pixel*)((byte*)oneBits.Scan0 + j * sizeof(Pixel));
Pixel* pxRes = (Pixel*)((byte*)thrBits.Scan0 + j * sizeof(Pixel));
pxRes->Green = pxOne->Green;
pxRes->Red = pxOne->Red;
pxRes->Blue = pxOne->Blue;
});
foreImg.UnlockBits(oneBits);
resImg.UnlockBits(thrBits);
}
In the result of my program the image is distorted
Original: original_image
After: after_image. What am I doing wrong?
Thanks! The problem was is that PixelFormat of input images does not match with my struct Pixel. Indeed, I wasn't add alpha byte, and in this case I was suppose to use Format24bppRgb.
Your code for image copy has couple errors due to assumptions which turn not true for particular image which is copied. First assumption us that when you create new target image for copy operation it will have exactly the same pixel representation as the source image what may be sometimes true but in many cases will not:
Bitmap resImg = new Bitmap(foreImg.Width, foreImg.Height);
should be instead:
Bitmap resImg = new Bitmap(foreImg.Width, foreImg.Height, foreImg.PixelFormat);
The next assumption which may or may not turn wrong depending on image is an implicit assumption that the source image PixelFormat is exactly 3 bytes in size and corresponds to PixelFormat.Format24bppRgb format (or multiple of 3 bytes as I do not know what is the size of Red, Green or Blue channel in your Pixel structure and it could be PixelFormat.Format48bppRgb format) and consequently the bytes are copied from the source image to the destination image based on this assumption.
To perform exact copy it is necessary to copy exactly the same number of bytes from source image to destination image and it does not require using an underlying Pixel structure but instead it can be based on integer copy. Last but not least if the goal is to copy image instead of analyzing it's content Pixel by Pixel the fastest method is to use specialized memory copy function:
System.Buffer.MemoryCopy((void*)oneBits.Scan0, (void*)thrBits.Scan0, byteLength, byteLength);
Below there is a code listing with code which copies an image using ulong as a carrier. I have added function which returns Pixel size in bytes which is used to calculate image size in bytes and perform exact copy. However it can be used to select matching Pixel structure which than can be used to analyze image data. For instance if an image has PixelFormat.Format24bppRgb format one can use Pixel structure of 3 byte size and RGB colors. For other formats it would be necessary to define other Pixel structures which would directly replicate image Pixel format.
using System;
using System.Drawing;
using System.Drawing.Imaging;
namespace DrawingImagingOperations
{
class Program
{
static void Main(string[] args)
{
Bitmap foreImg = new Bitmap(#"..\..\YaHI9.jpg");
//output image
Bitmap resImg = new Bitmap(foreImg.Width, foreImg.Height, foreImg.PixelFormat);
unsafe
{
BitmapData oneBits = foreImg.LockBits(new Rectangle(0, 0, foreImg.Width, foreImg.Height), ImageLockMode.ReadOnly, foreImg.PixelFormat);
BitmapData thrBits = resImg.LockBits(new Rectangle(0, 0, resImg.Width, resImg.Height), ImageLockMode.WriteOnly, resImg.PixelFormat);
int pixelSize = GetPixelSize(foreImg.PixelFormat);
var byteLength = foreImg.Width * foreImg.Height * pixelSize;
var length = byteLength / sizeof(UInt64);
var reminder = byteLength % sizeof(UInt64);
System.Threading.Tasks.Parallel.For(0, length, j =>
{
ulong* pxOne = (ulong*)((byte*)oneBits.Scan0 + j * sizeof(UInt64));
ulong* pxRes = (ulong*)((byte*)thrBits.Scan0 + j * sizeof(UInt64));
*pxRes = *pxOne;
});
if (reminder > 0)
{
byte* pSrc = (byte*)oneBits.Scan0 + (pixelSize * length);
byte* pDst = (byte*)thrBits.Scan0 + (pixelSize * length);
for (int j = length; j < byteLength; j++)
*pDst++ = *pSrc++;
}
foreImg.UnlockBits(oneBits);
resImg.UnlockBits(thrBits);
}
resImg.Save(#"..\..\imgCopy.jpg");
}
internal static int GetPixelSize(PixelFormat data)
{
switch (data)
{
case PixelFormat.Format8bppIndexed:
return 1;
case PixelFormat.Format16bppGrayScale:
case PixelFormat.Format16bppRgb555:
case PixelFormat.Format16bppRgb565:
case PixelFormat.Format16bppArgb1555:
return 2;
case PixelFormat.Format24bppRgb:
return 3;
case PixelFormat.Canonical:
case PixelFormat.Format32bppArgb:
case PixelFormat.Format32bppPArgb:
case PixelFormat.Format32bppRgb:
return 4;
case PixelFormat.Format48bppRgb:
return 6;
case PixelFormat.Format64bppArgb:
case PixelFormat.Format64bppPArgb:
return 8;
}
throw new FormatException("Unsupported image format: " + data);
}
}
}
Related
I'm working with WriteableBitmap (PixelFormats.Bgr32).
This is the format I need to save for the rest of the program to work.
Writable = new WriteableBitmap(inImage.XSize, inImage.YSize, dpi, dpi, PixelFormats.Bgr32, null);
The image from the device comes in grayscaled, (ushort[] Gray16).
To use this image in my program I use the following code (inImage - received image, ImageData = ushort[]):
int[] pixels = Array.ConvertAll(inImage.ImageData, val => checked((int)val));
Writable.WritePixels(new Int32Rect(0, 0, width, height), pixels, width * 4, 0);
If I just use
Writable.WritePixels(new Int32Rect(0, 0, width, height), inImage.ImageData, width * 4, 0);
I get a message about insufficient buffer size. (System.ArgumentException: "Buffer size is not sufficient."
)
Code
int[] pixels = Array.ConvertAll(inImage.ImageData, val => checked((int)val))
or
int[] pixels = new int[inImage.XSize * inImage.YSize];
for (int i = 0; i < inImage.ImageData.Length; i++)
{
pixels[i] = inImage.ImageData[i];
}
This seems to me to be a very long and slow and unoptimized process.
Is there any way to optimize the process and immediately write ushort[] array to WriteableBitmap (Bgr32) without converting it to int[] ?
EDIT***
I need this code to be able to work with images with a resolution of 4300x4300 with 45 FPS.
Below is the full code how I load images (this code is called 45 times per second to load a new image)
public class ImageStruct
{
public ushort[] ImageData;
public int XSize;
public int YSize;
public int XDpi;
public int YDpi;
}
WriteableBitmap Writeable;
public void LoadFrame(ImageStruct inImage)
{
var width = inImage.XSize;
var height = inImage.YSize;
var destBpp = PixelFormats.Bgr32.BitsPerPixel / 8;
var uPixels = inImage.ImageData;
fluoroWritable = new WriteableBitmap(inImage.XSize, inImage.YSize, 96, 96, PixelFormats.Bgr32, null);
var iPixels = Array.ConvertAll(uPixels, val => checked((int)val));
fluoroWritable.WritePixels(new Int32Rect(0, 0, width, height), iPixels, width * 4, 0);
}
This code works well when FPS is ~10,
If you increase the FPS, it starts to freeze. Profiling shows that it is the moment when I make from ushort[] => int[] takes the longest time.
I tried to use the code suggested in the answer below:
unsafe public void LoadFrameWithLock(ImageStruct inImage)
{
var width = inImage.XSize;
var height = inImage.YSize;
var destBpp = PixelFormats.Bgr32.BitsPerPixel / 8;
var uPixels = inImage.ImageData;
fluoroWritable = new WriteableBitmap(inImage.XSize, inImage.YSize, 96, 96, PixelFormats.Bgr32, null);
fluoroWritable.Lock();
int* outputIntValues = (int*)fluoroWritable.BackBuffer;
ushort[] inputShortValues = inImage.ImageData;
for (int i = 0; i < inputShortValues.Length; i++)
{
byte as8bpp = (byte)(inputShortValues[i] >> 8);
outputIntValues[i] = /*B*/ as8bpp | /*G*/ (as8bpp << 8) | /*R*/ (as8bpp << 16);
}
fluoroWritable.AddDirtyRect(new Int32Rect(0, 0, fluoroWritable.PixelWidth, fluoroWritable.PixelHeight));
fluoroWritable.Unlock();
}
But the FPS with this code is even lower and in addition the WPF application has a completely hanging interface. and images have no grayscale, but are completely black and white (white or black pixels).
I need the BGR32 format because this WritableBitmap (WPF Image object) is then overlaid with shader effects, and I can also get color images in another place.
Is there any way to optimize the process and immediately write ushort[] array to WriteableBitmap (Bgr32) without converting it to int[] ?
Yes, instead of calling WritePixels use the Lock method so the BackBuffer will be available as a naked pointer (do not forget to call Unlock when you are finished).
Please note though that as your source and target pixel formats are different (16bpp grayscale vs. 32bpp BGRx) simple casting of short values to int will not be correct. All 16 bit grayscale values must be converted to 8 bit RGB values:
// the result as you defined in OP
Writable = new WriteableBitmap(inImage.XSize, inImage.YSize, dpi, dpi, PixelFormats.Bgr32, null);
// you must be in an unsafe scope to use pointers
int* outputIntValues = (int*)Writable.BackBuffer;
short[] inputShortValues = inImage.ImageData;
// converting pixels to BGR32
for (int i = 0; i < inputShortValues.Length; i++)
{
// taking the most significant bits from the 16bpp gray values
byte as8bpp = (byte)(inputShortValues[i] >> 8);
outputIntValues[i] = /*B*/ as8bpp | /*G*/ (as8bpp << 8) | /*R*/ (as8bpp << 16);
}
// notifying the consumers that we edited the raw content
Writable.AddDirtyRect(new Int32Rect(0, 0, Writable.PixelWidth, Writable.PixelHeight));
// releasing the buffer
Writable.Unlock();
The sample above needs to be inside of an unsafe scope because of the pointer and you must enable unsafe blocks for your project in your .csproj file.
To make things simpler you can use my Drawing Libraries, which now has dedicated WPF support so the conversion will just be literally two lines. It does not need unsafe context and is actually faster than the example above because it uses parallel processing:
// Interpret your short[] as a grayscale bitmap
using var bmpGrayscale = BitmapDataFactory.CreateBitmapData(buffer: inImage.ImageData,
size: new Size(inImage.XSize, inImage.XSize),
stride: inImage.XSize * 2, // if input pixels are contiguous
KnownPixelFormat.Format16bppGrayScale));
// Convert it to a BGR32 WriteableBitmap (async overloads are available, too)
WriteableBitmap bmpResult = bmpGrayscale.ToWriteableBitmap(PixelFormats.Bgr32);
My professor kind of "challenged me" to create an application that draws pixel by pixel an image converted in Bitmap, where it's data is saved in some sort of binary that I can't wrap my head around.
Here's the example given to me:
const byte image[]={
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,
ect ect ect
Now, if the byte data type saves numbers that go from 0 to 255, how is this possible? In the sample code that I was given, there is also the use of "Word" data type but in my IDE it seems like it doesn't exist.
I already wrote the code that converts any image given in input into a bitmap:
FileStream fs = new FileStream(openFileDialog1.FileName, FileMode.Open, FileAccess.Read); //Path is image location
Byte[] bindata = new byte[Convert.ToInt32(fs.Length)];
fs.Read(bindata, 0, Convert.ToInt32(fs.Length));
Bitmap bmp;
using (var ms = new MemoryStream(bindata))
{
bmp = new Bitmap(ms);
}
pictureBox1.Image = bmp; //For now, I just display the converted image on screen
Now I suppose that the next step is to draw the image byte per byte, but I can't get my head around this binary thing and the word data type.. Any kind of help is appreciated :)
if you just want to draw a bitmap pixel at a time, you can do something like this:
Bitmap b = new Bitmap(10, 10);
b.SetPixel(0, 0, Color.Black);
b.SetPixel(1, 3, Color.Red);
pictureBox1.Image = b;
You can just copy your bytes to the Bitmap's memory buffer itself.
BitmapData bufferData = buffer.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
bufferData.SetPixel(x, y, CELL_DEAD);
buffer.UnlockBits(bufferData);
//////////
public static unsafe void SetPixel(BitmapData data, int x, int y, byte pixel)
{
*((byte*)data.Scan0 + y * data.Stride + x) = pixel;
}
I've used it as unsafe but you can play your magic with IntPtr. Of course, you must play your own with width-height synchronization.
UPD: set PixelFormat with care. PixelFormat.Format8bppIndexed is what you need if your colors are in default 256-color palette or you want to define your own palette.
I have been trying to implement the image comparing algorithm seen here: http://www.dotnetexamples.com/2012/07/fast-bitmap-comparison-c.html
The problem I have been having is that when I try to compare a large amount of images one after another using the method pasted below (a slightly modified version from the link above), my results seem to be inaccurate. In particular, if I try to compare too many different images, even the ones that are the same will occasionally be detected as different. The problem seems to be that certain bytes in the array are different, as you can see in the screenshot I have included of two of the same images being compared (this occurs when I repeatedly compare images from an array of about 100 images - but there are actually only 3 unique images in the array):
private bool byteCompare(Bitmap image1, Bitmap image2) {
if (object.Equals(image1, image2))
return true;
if (image1 == null || image2 == null)
return false;
if (!image1.Size.Equals(image2.Size) || !image1.PixelFormat.Equals(image2.PixelFormat))
return false;
#region Optimized code for performance
int bytes = image1.Width * image1.Height * (Image.GetPixelFormatSize(image1.PixelFormat) / 8);
byte[] b1bytes = new byte[bytes];
byte[] b2bytes = new byte[bytes];
Rectangle rect = new Rectangle(0, 0, image1.Width - 1, image1.Height - 1);
BitmapData bmd1 = image1.LockBits(rect, ImageLockMode.ReadOnly, image1.PixelFormat);
BitmapData bmd2 = image2.LockBits(rect, ImageLockMode.ReadOnly, image2.PixelFormat);
try
{
Marshal.Copy(bmd1.Scan0, b1bytes, 0, bytes);
Marshal.Copy(bmd2.Scan0, b2bytes, 0, bytes);
for (int n = 0; n < bytes; n++)
{
if (b1bytes[n] != b2bytes[n]) //This line is where error occurs
return false;
}
}
finally
{
image1.UnlockBits(bmd1);
image2.UnlockBits(bmd2);
}
#endregion
return true;
}
I've added a comment to show where in the method this error is occurring. I assume it has something to do with the memory not being allocated properly, but I haven't been able to figure out what the source of the error is.
I should probably also mention that I don't get any issues when I convert the image to a byte array like so:
ImageConverter converter = new ImageConverter();
byte[] b1bytes = (byte[])converter.ConvertTo(image1, typeof(byte[]));
However, this approach is far slower.
If (Width * bytesperpixel) != Stride, then there will be unused bytes at the end of each line that are not guaranteed to have any particular value and in practice can be filled with random garbage.
You need to iterate line by line, increment by Stride each time, and only checking the bytes that actually correspond to pixels on each line.
Once you got the BitmapData object, the Stride can be found in that BitmapData object's Stride property. Make sure to extract that for both images.
Then, you have to loop over all pixels in the data so you can accurately determine where the image width for each line ends and the leftover data of the stride begins.
Also note this only works for high-colour images. Comparing 8-bit images is still possible (though you need to compare their palettes as well), but for lower than 8 you need to go bit-shifting to get the actual palette offset out of the image.
A simple workaround for that is to just paint your image on a new 32bpp image, effectively converting it to high colour.
public static Boolean CompareHiColorImages(Byte[] imageData1, Int32 stride1, Byte[] imageData2, Int32 stride2, Int32 width, Int32 height, PixelFormat pf)
{
Int32 byteSize = Image.GetPixelFormatSize(pf) / 8;
for (Int32 y = 0; y < height; y++)
{
for (Int32 x = 0; x < width; x++)
{
Int32 offset1 = y * stride1 + x * byteSize;
Int32 offset2 = y * stride2 + x * byteSize;
for (Int32 n = 0; n > byteSize; n++)
if (imageData1[offset1 + n] != imageData2[offset2 + n])
return false;
}
}
return true;
}
I'm trying to test whether writing individual images or a bundle zipped is quicker. My approach is to create a random byte array of values between 0 and 255 (8-bit image) and form a Bitmap from it, writing repeatedly using Bitmap.Save. In this way I can set the PixelFormat to Format8bppIndexed, which gives a grayscale image:
// Random number Generator
Random rnd = new Random();
// Create a single image
int Width = 640;
int Height = 512;
var b = new Bitmap(Width, Height, PixelFormat.Format8bppIndexed);
ColorPalette ncp = b.Palette;
for (int i = 0; i < 256; i++)
ncp.Entries[i] = Color.FromArgb(255, i, i, i);
b.Palette = ncp;
var BoundsRect = new Rectangle(0, 0, Width, Height);
BitmapData bmpData = b.LockBits(BoundsRect,
ImageLockMode.WriteOnly,
b.PixelFormat);
IntPtr ptr = bmpData.Scan0;
int bytes = bmpData.Stride * b.Height;
var rgbValues = new byte[bytes];
// fill in rgbValues, e.g. with a for loop over an input array
rnd.NextBytes(rgbValues);
Marshal.Copy(rgbValues, 0, ptr, bytes);
b.UnlockBits(bmpData);
// copy image to a list of ~1000
List<Bitmap> bmps = new List<Bitmap>();
for (int i = 0; i < 500; i++)
bmps.Add(new Bitmap(b));
// Write to individual files
DateTime t0=DateTime.Now;
for (int i=0;i<bmps.Count;i++)
b.Save(#"C:\Temp\DiskTransferTest\IndividualImages\" + i.ToString() + ".bmp");
DateTime t1=DateTime.Now;
Console.WriteLine("Time to write individually: " + (t1-t0).ToString());
After that, I try and zip them all into a single ZIP file and save, using DotNetZip. This works, but I get a colour image rather than a greyscale one, so the filesizes are much larger.
// Create memorystreams from bitmap to pass to DotNetZip
List<MemoryStream> mss = new List<MemoryStream>();
for (int i = 0; i < bmps.Count; i++)
{
mss.Add(new MemoryStream());
bmps[i].Save(mss[i], ImageFormat.Bmp);
mss[i].Seek(0, SeekOrigin.Begin);
}
// Compress and write
t0 = DateTime.Now;
using (ZipFile zipfile = new ZipFile())
{
zipfile.CompressionLevel = 0;
int i=0;
foreach (MemoryStream ms in mss)
{
string pictureName = i.ToString() + ".bmp";
zipfile.AddEntry(pictureName,ms);
i++;
}
zipfile.Save(#"C:\Temp\DiskTransferTest\zipped.zip");
}
t1 = DateTime.Now;
Console.WriteLine("Time to write compressed: " + (t1 - t0).ToString());
Any suggestions on how to write a greyscale to the zip via the MemoryStream?
The problem is that your new bitmaps aren't 8bpp bitmaps. Consider your code:
// copy image to a list of ~1000
List<Bitmap> bmps = new List<Bitmap>();
for (int i = 0; i < 500; i++)
bmps.Add(new Bitmap(b));
// Write to individual files
DateTime t0=DateTime.Now;
for (int i=0;i<bmps.Count;i++)
b.Save(#"C:\Temp\DiskTransferTest\IndividualImages\" + i.ToString() + ".bmp");
The bitmap b is an 8bpp bitmap. You're writing it to file. But if you examine bmps[0] I think you'll find that the PixelFormat is 32bpp. At least, that's what happens when I execute this code:
var bmp = new Bitmap(640, 480, PixelFormat.Format8bppIndexed);
Console.WriteLine(bmp.PixelFormat); // 8 bpp
var bmp2 = new Bitmap(bmp);
Console.WriteLine(bmp2.PixelFormat); // 32 bpp
In your code that writes the bitmaps to the memory stream, you're accessing bmps[i], rather than the 8bpp image, b, as you are when writing to file.
You need to create your list bitmaps, set their properties, and then copy b. You can't duplicate the bitmaps with their properties with the new Bitmap(b) constructor call.
As far as I know, it's not possible to create a true grayscale image using the Bitmap class. You would have to exchange the Bitmap.Palette property from the present ColorPalette to a GrayscalePalette that would only store one byte per color instead of the four bytes needed per ARGB color. The framework does not contain any such class, ColorPalette does not inherit a base class or implement an interface, and it's also sealed so you can't inherit from the class either.
On the other hand, checking the bitmap file format specification I see that there is no way to save a true grayscale bitmap image (using a 256 byte color table). Saving an 8 bit grayscale image in Photoshop CS6 and then opening it again shows that it was saved as a 8 bit color indexed image (although R = G = B for all colors in the palette).
I have a doubt in c#. How to read a jpeg or bmp file using c#? and how to store the pixel's RGB values in array? Then how to check whether the value is already exist or not?
James Schek has it, but beware that GetPixel is extremely, incredibly slow.
Here's a complete sample using lockbits:
/*Note unsafe keyword*/
public unsafe Image ThresholdUA(float thresh)
{
Bitmap b = new Bitmap(_image);//note this has several overloads, including a path to an image
BitmapData bData = b.LockBits(new Rectangle(0, 0, _image.Width, _image.Height), ImageLockMode.ReadWrite, b.PixelFormat);
byte bitsPerPixel = GetBitsPerPixel(bData.PixelFormat);
/*This time we convert the IntPtr to a ptr*/
byte* scan0 = (byte*)bData.Scan0.ToPointer();
for (int i = 0; i < bData.Height; ++i)
{
for (int j = 0; j < bData.Width; ++j)
{
byte* data = scan0 + i * bData.Stride + j * bitsPerPixel / 8;
//data is a pointer to the first byte of the 3-byte color data
}
}
b.UnlockBits(bData);
return b;
}
There's another way to do it using marshaling though. Here's the same thing, but with marshaling:
/*No unsafe keyword!*/
public Image ThresholdMA(float thresh)
{
Bitmap b = new Bitmap(_image);
BitmapData bData = b.LockBits(new Rectangle(0, 0, _image.Width, _image.Height), ImageLockMode.ReadWrite, b.PixelFormat);
/* GetBitsPerPixel just does a switch on the PixelFormat and returns the number */
byte bitsPerPixel = GetBitsPerPixel(bData.PixelFormat);
/*the size of the image in bytes */
int size = bData.Stride * bData.Height;
/*Allocate buffer for image*/
byte[] data = new byte[size];
/*This overload copies data of /size/ into /data/ from location specified (/Scan0/)*/
System.Runtime.InteropServices.Marshal.Copy(bData.Scan0, data, 0, size);
for (int i = 0; i < size; i += bitsPerPixel / 8 )
{
double magnitude = 1/3d*(data[i] +data[i + 1] +data[i + 2]);
//data[i] is the first of 3 bytes of color
}
/* This override copies the data back into the location specified */
System.Runtime.InteropServices.Marshal.Copy(data, 0, bData.Scan0, data.Length);
b.UnlockBits(bData);
return b;
}
Read the file using the Bitmap class.
Lock pixels.
Retrieve bytes from array.
Alternatively, you can use GetPixel if you just need one or two.
You can use Image.FromFile (http://msdn.microsoft.com/en-us/library/system.drawing.image.fromfile.aspx) to create an Image object from an image on disk.
As it was already mentioned, the fastest way to retrieve pixels is to use LockBits(), however, there's a way to do it without Marshal.Copy or unsafe code.
First, you'll need to compute Stride of your image:
var stride = ComputeStride(img.Width, format);
it is width*bytesPerPixel value rounded up to be divisible by 4. See formulas here.
Then you'll need to initialize an array of the required size:
var pixels = new byte[img.Height*stride]
Then you'll need to retrieve an unmanaged pointer to the beginning of this array.
You may use Marshal.UnsafeAddrOfPinnedArrayElement(pixels, 0), but it's safer to pin the array in memory:
var handle = GCHandle.Alloc(pixels, GCHandleType.Pinned);
var scan0 = pixels.AddrOfPinnedObject();
You'll need to create BitmapData structure:
var bData = new BitmapData{Width = img.Width, height = img.Height, Stride = stride, Scan0 = scan0};
Then you'll pass it to LockBits method while setting ImageLockMode.UserInputBuffer flag.
img.LockBits(area, ImageLockMode.Readonly | ImageLockMode.UserInputBuffer, format, bData);
Voila! Pixels are stored in pixels array. But you'll need to unpin your buffer:
handle.Free();
This may seem cumbersome, but this is the fastest way, since only one copying of data is required.