I need to check if the PNG image that has constant size (512x512 pixels) has only white pixels and nothing else or not.
Is there an easy way to do this, preferably without checking every pixel manually? Maybe using ImageMagick?
I don't think there is a magic way of determining whether an image is white.
You'll probably just have to check all pixels, but you can have fast access to your image if you convert it to bitmap and, instead of using GetPixel(), you lock the bitmap in memory using the LockBits() method. Then you can work with the BitmapData type and write your own, fast, GetPixel(), as explained here: Working with BitmapData.
Edit:
Actually, I though of another way: you can create a plain white image of the same size, and then compare your image to that one by computing and comparing their hashes. Take a look at this: Comparing two images.
You can avoid parsing and loops and two-step tests by asking Imagemagick to tell you the answer.
If the mean of the pixels is 1.0 (which it has to be if all pixels are white) and also the width is 512 and the height is 512, the test below will output 1, else 0.
# Test a white 512x512 image => Result: 1
identify -format "%[fx:(mean==1)&&(w==512)&&(h==512)?1:0]" white.png
1
# Test a white 600x512 image => Result: 0
identify -format "%[fx:(mean==1)&&(w==512)&&(h==512)?1:0]" white600x512.png
0
# Test a gray image => Result: 0
identify -format "%[fx:(mean==1)&&(w==512)&&(h==512)?1:0]" gray90.png
0
Another simple solution in ImageMagick command line is to just average the image down to 1 pixel or compute the mean of the image and test if the value is 1 (in the range 0 to 1), where 1 is white and 0 is black.
Create a test image
convert -size 512x512 xc:white white.png
convert -size 512x512 xc:black black.png
convert -size 512x512 xc:gray gray.png
Method 1 -- scale to 1 pixel:
convert white.png -scale 1x1! -format "%t = %[fx:u]\n" info:
white = 1
convert black.png -scale 1x1! -format "%t = %[fx:u]\n" info:
black = 0
convert gray.png -scale 1x1! -format "%t = %[fx:u]\n" info:
gray = 0.494118
Method 2:
convert white.png -format "%t = %[fx:mean]\n" info:
white = 1
convert black.png -format "%t = %[fx:mean]\n" info:
black = 0
convert gray.png -format "%t = %[fx:mean]\n" info:
gray = 0.494118
You can also do (a ternary) test in the command line. 1 will be true and 0 will be false.
test=$(convert white.png -format "%[fx:mean==1?1:0]\n" info:)
echo $test
1
Testing using Unix conditional:
if [ $test -eq 1 ]; then
echo "full white"
else
echo "not white"
fi
full white
Note that fx: is general purpose calculator and u is just the pixel value. t gives the name of the images without suffix.
ImageMagick supports C# in the Magick.Net module. See https://github.com/dlemstra/Magick.NET
From the commandline, you can run
identify -verbose image
And look for
Channel statistics:
Pixels: 10
Gray:
min: 65535 (1)
max: 65535 (1)
mean: 65535 (1)
If the image has a "min" that is not 65535, then it's not an entirely white image.
Use this code:
private bool IsBlankImage(string path)
{
bool isBlank = true;
Image img = Image.FromFile(path);
Bitmap bmp = new Bitmap(img);
for (int x = 0; x < bmp.Width && isBlank; x++)
for (int y = 0; y < bmp.Height && isBlank; y++)
if (bmp.GetPixel(x, y).Name != "ffffffff") isBlank = false;
bmp.Dispose();
img.Dispose();
return isBlank;
}
Then Call the Function:
bool isBlank = isBlankImage("D:\\myImage.jpg");
if (isBlank) MessageBox.Show("The Image is Blank");
else MessageBox.Show("The Image is Not Blank");
You could use the method as described in the answer from Eutherpy. If you want to do more image operation and you need an advanced image library you might want to use the ImageMagick C# wrapper that I created called Magick.NET.
Below is a small sample of how you could check it in that library:
private static bool IsWhite(MagickImage image)
{
var white = MagickColors.White;
using (var pixels = image.GetPixels())
{
foreach (var pixel in pixels)
{
var color = pixel.ToColor();
if (color != white)
return false;
}
}
return true;
}
static void Main(string[] args)
{
using (var image = new MagickImage(#"c:\folder\yourimage.png"))
{
if (IsWhite(image))
Console.WriteLine("The image is all white");
}
}
Related
Platform: Windows Mobile 6.5 Handheld
Language: C#
My problem: I'm being asked to capture a signature from the user and then send that signature to a printer to print on a receipt. I've successfully captured the image of the signature and have the byte array of the signature in memory but cannot seem to print it properly.
To get me started, I followed the blog here to get the Hex representation of the bitmap. However, this just printed out a very long receipt with the hex
representation of the signature. Code here instead of following the link:
private static string DrawBitmap(Bitmap bmp, int xPosition, int yPosition)
{
if (bmp == null)
throw new ArgumentNullException("bmp");
StringBuilder DataString = new StringBuilder();
//Make sure the width is divisible by 8
int loopWidth = 8 - (bmp.Width % 8);
if (loopWidth == 8)
loopWidth = bmp.Width;
else
loopWidth += bmp.Width;
//DataString.Append(string.Format("EG {0} {1} {2} {3} ", xPosition, yPosition));
DataString.Append(string.Format("EG 64 128 {0} {1} ", xPosition, yPosition));
for (int y = 0; y < bmp.Height; y++)
{
int bit = 128;
int currentValue = 0;
for (int x = 0; x < loopWidth; x++)
{
int intensity;
if (x < bmp.Width)
{
Color color = bmp.GetPixel(x, y);
intensity = 255 - ((color.R + color.G + color.B) / 3);
}
else
intensity = 0;
if (intensity >= 128)
currentValue |= bit;
bit = bit >> 1;
if (bit == 0)
{
DataString.Append(currentValue.ToString("X2"));
bit = 128;
currentValue = 0;
}
}//x
}//y
DataString.Append("\r\n");
return DataString.ToString();
}
After that failed, I found the CPCL programming guide for Zebra printers and followed the example on page 95 to print the little tile image. However, this did the same thing as the signature. Once that failed, I found that I needed to run the command: ! U1 setvar "device.languages" "zpl" before doing any EG commands; so I went ahead and did this but things took a bad turn here which end up forcing me to fully reset the printer and/or cleanboot the handheld because it causes a COM exception that crashes COM6 and the printer.
I have exhausted most if not all of the resources that I can think of and none of them have worked.
Does anyone have any other ideas or examples that could help me get this working?
Thanks
I found another CPCL programmers guide and it has this simple (test) example:
! 0 200 200 210 1
EG 2 16 90 45 F0F0F0F0F0F0F0F00F0F0F0F0F0F0F0F
F0F0F0F0F0F0F0F00F0F0F0F0F0F0F0F
FORM
PRINT
This should print a small checker board pattern.
The next example prints a PCX graphic:
PCX Commands
The PCX command gives a user the ability to send “.PCX” graphics formatted images to the printer. The
.PCX image MUST be encoded as a black and white image.
Format:
{command} {x} {y}
{data}
where:
{command}: PCX
{x}: X-coordinate of the top-left corner.
{y}: Y-coordinate of the top-left corner.
{data}: PCX image data.
Example:
! 0 200 200 500 1
PCX 0 30
<binary black and white pcx data stream>
FORM
PRINT
Example using a file (loaded previously the printers file system)
! 0 200 200 500 1
PCX 0 30 !<IMAGE.PCX
FORM
PRINT
If the printer has been switched to line printer mode, the command
! U1 PCX {x coordinate} {y coordinate} !< {filename.pcx}
for example
! U1 PCX 0 30 !< IMAGE.PCX
can be used to print monochrome PCX from file system.
Remeber that .NET is UTF-8 and so all commands and data has to be converted to ASCII before sending over a COM port. So do something like this:
Encoding ansi = Encoding.GetEncoding(1252);
byte[] buf = ansi.GetBytes(DataString);
System.IO.Ports.SerialPort sp = new System.IO.Ports.SerialPort("COM1:");
sp.Write(buf, 0, buf.Length);
for the PCX data just use the byte stream for the byte[] buffer.
I am sorry if the question in the header is not descriptive enough. But, basically what my problem is the following.
I am taking Bitmap and making it gray scale. It works nice if i do not reduce the number of bits and I still use 8 bits. However, the point of the hw I have is to show how the image changes when I reduce the number of bits holding the information. In the example bellow I am reducing the binary string to 4 bits and then rebuilding the image again. The problem is that the image becomes black. I think is because the image has mostly gray values (in the 80's range) and when I am reducing the binary string I am left with black image only. It seems to me that i heave to check for lower and high gray scale values and then make the more light-gray go to white and dark gray go to black. In the end with 1 bit representation I should only have black and white image.Any idea how can i do that separation?
Thanks
Bitmap bmpIn = (Bitmap)Bitmap.FromFile("c:\\test.jpg");
var grayscaleBmp = MakeGrayscale(bmpIn);
public Bitmap MakeGrayscale(Bitmap original)
{
//make an empty bitmap the same size as original
Bitmap newBitmap = new Bitmap(original.Width, original.Height);
for (int i = 0; i < original.Width; i++)
{
for (int j = 0; j < original.Height; j++)
{
//get the pixel from the original image
Color originalColor = original.GetPixel(i, j);
//create the grayscale version of the pixel
int grayScale = (int)((originalColor.R * .3) + (originalColor.G * .59)
+ (originalColor.B * .11));
//now turn it into binary and reduce the number of bits that hold information
byte test = (byte) grayScale;
string binary = Convert.ToString(test, 2).PadLeft(8, '0');
string cuted = binary.Remove(4);
var converted = Convert.ToInt32(cuted, 2);
//create the color object
Color newColor = Color.FromArgb(converted, converted, converted);
//set the new image's pixel to the grayscale version
newBitmap.SetPixel(i, j, newColor);
}
}
return newBitmap;
}
As mbeckish said, it is easier and much faster to use ImageAttributes.SetThreshold.
One way to do it manually is to get the median value of the grayscale pixels in the image, and use that for the threshold between black and white.
I am working on a photo software for desktop PC that works on Windows 8. I would like to be able to remove the green background from the photo by means of chroma keying.
I'm a beginner in image manipulation, i found some cool links ( like http://www.quasimondo.com/archives/000615.php ), but I can't transale it in c# code.
I'm using a webcam (with aforge.net) to see a preview and take a picture.
I tried color filters but the green background isn't really uniform, so this doesn't work.
How to do that properly in C#?
It will work, even if the background isn't uniform, you'll just need the proper strategy that is generous enough to grab all of your greenscreen without replacing anything else.
Since at least some links on your linked page are dead, I tried my own approach:
The basics are simple: Compare the image pixel's color with some reference value or apply some other formula to determine whether it should be transparent/replaced.
The most basic formula would involve something as simple as "determine whether green is the biggest value". While this would work with very basic scenes, it can screw you up (e.g. white or gray will be filtered as well).
I've toyed around a bit using some simple sample code. While I used Windows Forms, it should be portable without problems and I'm pretty sure you'll be able to interpret the code. Just note that this isn't necessarily the most performant way to do this.
Bitmap input = new Bitmap(#"G:\Greenbox.jpg");
Bitmap output = new Bitmap(input.Width, input.Height);
// Iterate over all piels from top to bottom...
for (int y = 0; y < output.Height; y++)
{
// ...and from left to right
for (int x = 0; x < output.Width; x++)
{
// Determine the pixel color
Color camColor = input.GetPixel(x, y);
// Every component (red, green, and blue) can have a value from 0 to 255, so determine the extremes
byte max = Math.Max(Math.Max(camColor.R, camColor.G), camColor.B);
byte min = Math.Min(Math.Min(camColor.R, camColor.G), camColor.B);
// Should the pixel be masked/replaced?
bool replace =
camColor.G != min // green is not the smallest value
&& (camColor.G == max // green is the biggest value
|| max - camColor.G < 8) // or at least almost the biggest value
&& (max - min) > 96; // minimum difference between smallest/biggest value (avoid grays)
if (replace)
camColor = Color.Magenta;
// Set the output pixel
output.SetPixel(x, y, camColor);
}
}
I've used an example image from Wikipedia and got the following result:
Just note that you might need different thresholds (8 and 96 in my code above), you might even want to use a different term to determine whether some pixel should be replaced. You can also add smoothening between frames, blending (where there's less green difference), etc. to reduce the hard edges as well.
I've tried Mario solution and it worked perfectly but it's a bit slow for me.
I looked for a different solution and I found a project that uses a more efficient method here.
Github postworthy GreenScreen
That project takes a folder and process all files, I just need an image so I did this:
private Bitmap RemoveBackground(Bitmap input)
{
Bitmap clone = new Bitmap(input.Width, input.Height, PixelFormat.Format32bppArgb);
{
using (input)
using (Graphics gr = Graphics.FromImage(clone))
{
gr.DrawImage(input, new Rectangle(0, 0, clone.Width, clone.Height));
}
var data = clone.LockBits(new Rectangle(0, 0, clone.Width, clone.Height), ImageLockMode.ReadWrite, clone.PixelFormat);
var bytes = Math.Abs(data.Stride) * clone.Height;
byte[] rgba = new byte[bytes];
System.Runtime.InteropServices.Marshal.Copy(data.Scan0, rgba, 0, bytes);
var pixels = Enumerable.Range(0, rgba.Length / 4).Select(x => new {
B = rgba[x * 4],
G = rgba[(x * 4) + 1],
R = rgba[(x * 4) + 2],
A = rgba[(x * 4) + 3],
MakeTransparent = new Action(() => rgba[(x * 4) + 3] = 0)
});
pixels
.AsParallel()
.ForAll(p =>
{
byte max = Math.Max(Math.Max(p.R, p.G), p.B);
byte min = Math.Min(Math.Min(p.R, p.G), p.B);
if (p.G != min && (p.G == max || max - p.G < 7) && (max - min) > 20)
p.MakeTransparent();
});
System.Runtime.InteropServices.Marshal.Copy(rgba, 0, data.Scan0, bytes);
clone.UnlockBits(data);
return clone;
}
}
Do not forget to dispose of your Input Bitmap and the return of this method.
If you need to save the image just use the Save instruction of Bitmap.
clone.Save(#"C:\your\folder\path", ImageFormat.Png);
Here you can find methods to process an image even faster.Fast Image Processing in C#
Chromakey on a photo should assume an analog input. In the real world, exact values are very rare.
How do you compensate for this? Provide a threshold around the green of your choice in both hue and tone. Any colour within this threshold (inclusive) should be replaced by your chosen background; transparent may be best. In the first link, the Mask In and Mask Out parameters achieve this. The pre and post blur parameters attempt to make the background more uniform to reduce encoding noise side effects so that you can use a narrower (preferred) threshold.
For performance, you may want to write a pixel shader to zap the 'green' to transparent but that is a consideration for after you get it working.
Within a RGB image (from a webcam) I'm looking for a way to increase the intensity/brightness of green. Glad if anyone can give a starting point.
I'm using AFORGE.NET in C# and/or OpenCV directly in C++.
in general multiplication of pixel values is though of as an increase in contrast and addition is though of as an increase in brightness.
in c#
where you have an array to the first pixel in the image such as this:
byte[] pixelsIn;
byte[] pixelsOut; //assuming RGB ordered data
and contrast and brightness values such as this:
float gC = 1.5;
float gB = 50;
you can multiply and/or add to the green channel to achieve your desired effect: (r - row, c - column, ch - nr of channels)
pixelsOut[r*w*ch + c*ch] = pixelsIn[r*w*ch + c*ch] //red
int newGreen = (int)(pixelsIn[r*w*ch + c*ch+1] * gC + gB); //green
pixelsOut[r*w*ch + c*ch+1] = (byte)(newGreen > 255 ? 255 : newGreen < 0 ? 0 : newGreen); //check for overflow
pixelsOut[r*w*ch + c*ch+2] = pixelsIn[r*w*ch + c*ch+2]//blue
obviously you would want to use pointers here to speed things up.
(Please note: this code has NOT BEEN TESTED)
For AFORGE.NET, I suggest use ColorRemapping class to map the values in your green channel to other value. The mapping function should be a concave function from [0,255] to [0,255] if your want to increase the brightness without losing details.
This is what I came up with after reading through many pages of AForge.NET and OpenCV documentation. If you apply the saturation filter first, you might get a dizzy image. If you apply it later you will get a much clearer image but some "light green" pixels might have been lost before while applying the HSV filter.
// apply saturation filter to increase green intensity
var f1 = new SaturationCorrection(0.5f);
f1.ApplyInPlace(image);
var filter = new HSLFiltering();
filter.Hue = new IntRange(83, 189); // all green (large range)
//filter.Hue = new IntRange(100, 120); // light green (small range)
// this will convert all pixels outside the range into gray-scale
//filter.UpdateHue = false;
//filter.UpdateLuminance = false;
// this will convert all pixels outside that range blank (filter.FillColor)
filter.Saturation = new Range(0.4f, 1);
filter.Luminance = new Range(0.4f, 1);
// apply the HSV filter to get only green pixels
filter.ApplyInPlace(image);
I don't know a better title, but I'll describe the problem.
A piece of hardware we use has the ability to display images.
It can display a black and white image with a resolution of 64 x 256.
The problem is the format of the image we have to send to the device.
It is not a standard bitmap format, but instead it is simply an array of
bytes representing each pixel of the image.
0 = black, 1 = white.
So if we had an image with the size: 4 x 4 the byte array might look something like:
1000 0100 0010 0001
And the image would look like:
Bitmap http://www.mediafire.com/imgbnc.php/6ee6a28148d0170708cb10ec7ce6512e4g.jpg
The problem is that we need to create this image by creating a monochrome bitmap
in C# and then convert it to the file format understood by the device.
For example, one might to display text on the device. In order to do so he would
have to create a bitmap and write text to it:
var bitmap = new Bitmap(256, 64);
using (var graphics = Graphics.FromImage(bitmap))
{
graphics.DrawString("Hello World", new Font("Courier", 10, FontStyle.Regular), new SolidBrush(Color.White), 1, 1);
}
There are 2 problems here:
The generated bitmap isn't monochrome
The generated bitmap has a different binary format
So I need a way to:
Generate a monochrome bitmap in .NET
Read the individual pixel colors for each pixel in the bitmap
I have found that you can set the pixel depth to 16, 24, or 32 bits, but haven't found monochrome and I have no idea how to read the pixel data.
Suggestions are welcome.
UPDATE: I cannot use Win32 PInvokes... has to be platform neutral!
FOLLOW UP: The following code works for me now. (Just in case anybody needs it)
private static byte[] GetLedBytes(Bitmap bitmap)
{
int threshold = 127;
int index = 0;
int dimensions = bitmap.Height * bitmap.Width;
BitArray bits = new BitArray(dimensions);
//Vertically
for (int y = 0; y < bitmap.Height; y++)
{
//Horizontally
for (int x = 0; x < bitmap.Width; x++)
{
Color c = bitmap.GetPixel(x, y);
int luminance = (int)(c.R * 0.3 + c.G * 0.59 + c.B * 0.11);
bits[index] = (luminance > threshold);
index++;
}
}
byte[] data = new byte[dimensions / 8];
bits.CopyTo(data, 0);
return data;
}
I'd compute the luminance of each pixel a then compare it to some threshold value.
y=0.3*R+0.59G*G+0.11*B
Say the threshold value is 127:
const int threshold = 127;
Bitmap bm = { some source bitmap };
byte[,] buffer = new byte[64,256];
for(int y=0;y<bm.Height;y++)
{
for(int x=0;x<bm.Width;x++)
{
Color c=source.GetPixel(x,y);
int luminance = (int)(c.R*0.3 + c.G*0.59+ c.B*0.11);
buffer[x,y] = (luminance > 127) ? 1 : 0;
}
}
I don't know C#. There are possibly many ways to do it. Here is a simple way.
Create a blank black bitmap image of size equal to your device requirement. Draw on it whatever you wish to draw like text, figures etc.
Now threshold the image i.e. set the pixel of image below an intensity value to zero else set it to. e.g. set all intensity values > 0 to 1.
Now convert to the format required by your device. Create a byte array of the size (64 * 256)/8. Set the corresponding bits to 1 where the corresponding pixel values in earlier bitmap are 1, else reset them to 0.
Edit: Step 3. Use bitwise operators to set the bits.
You shouldn't use GetPixel method of your bitmap to convert entire bitmap from one format to another! This will be ineffective. Instead you should use LockBits method to get access to a copy of image buffer and convert it into desired format. I'm not completely sure about converting it to monochrome but there is Format1bppIndexed value in PixelFormat enumeration which may help you.
You may try to supply a pixelformat in the constructor:
var bitmap = new Bitmap(256, 64, PixelFormat.Format1bppIndexed);
When I did draw monochrome bitmaps on other platforms I sometimes had
to disable antialiasing or the rendered text would not show up:
graphics.SmoothingMode=SmoothingMode.None;
YMMV.
Bitmap has a GetPixel method that you can use. This will let you draw on the Bitmap and later convert it to the format that you need.
Bitmaps in Windows forms (ie, accessed through Graphics.FromImage) are 24 bpp (maybe 32? It's too early and I honestly forget). Nonetheless, GetPixel returns a Color object, so the bit depth of the bitmap is immaterial. I suggest you write your code like this:
MyBitmapFormat ToMyBitmap(Bitmap b)
{
MyBitmapFormat mine = new MyBitmapFormat(b.Width, b.Height);
for (int y=0; y < b.Height; y++) {
for (int x=0; x < b.Width; x++) {
mine.SetPixel(x, y, ColorIsBlackish(b.GetPixel(x, y)));
}
}
}
bool ColorIsBlackish(Color c)
{
return Luminance(c) < 128; // 128 is midline
}
int Luminance(c)
{
return (int)(0.299 * Color.Red + 0.587 * Color.Green + 0.114 * Color.Blue);
}
This process is called simple thresholding. It's braindead, but it will work as a first cut.
thanks for the above code - I'm trying to convert a monochrome image into a 2d array where 1-black 0-white however I'm having some trouble - I used your code to load an 8x8 bmp image, and am outputting its contents to a textbox by using
myGrid =GetLedBytes(myBmp);
for (int x = 1; x < 8; x++)
{
textBox1.Text = textBox1.Text + Convert.ToString(myGrid[x])+ " ";
}
however I get this as a result in the textbox:
225 231 231 231 231 129 255
how do I get it so it's 0's and 1's?
This chap has some code that creates a mono bitmap. The SaveImage sample is the one of interest.