Kinect Depth Image only partly visible - c#

I am new to Kinect and C#. I am trying to get the Depth Image from the Kinect, convert it to a bitmap to perform some OpenCV operations and then display it. The problem is, I am getting only a third of the depth image and the rest is completely black(as seen in the picture). This is not the raw depth image but the image that I receive after painting.
Here is the code-
image and image1 are the two image canvas i have for display.
void DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
DepthImageFrame Image;
Bitmap bm;
using (Image = e.OpenDepthImageFrame())
{
if (Image != null)
{
this.shortpixeldata = new short[Image.PixelDataLength];
this.depthFrame32 = new byte[Image.Width * Image.Height * Bgr32BytesPerPixel];
bmp = new Bitmap(Image.Width, Image.Height, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
Image.CopyPixelDataTo(this.shortpixeldata);
byte[] convertedDepthBits = this.ConvertDepthFrame(this.shortpixeldata, ((KinectSensor)sender).DepthStream);
BitmapData bmapdata = bmp.LockBits(
new System.Drawing.Rectangle(0, 0, Image.Width, Image.Height),
ImageLockMode.WriteOnly,
bmp.PixelFormat);
IntPtr ptr = bmapdata.Scan0;
Marshal.Copy(convertedDepthBits, 0, ptr, Image.PixelDataLength);
bmp.UnlockBits(bmapdata);
MemoryStream ms1 = new MemoryStream();
bmp.Save(ms1, System.Drawing.Imaging.ImageFormat.Jpeg);
System.Windows.Media.Imaging.BitmapImage bImg = new System.Windows.Media.Imaging.BitmapImage();
bImg.BeginInit();
bImg.StreamSource = new MemoryStream(ms1.ToArray());
bImg.EndInit();
image.Source = bImg;
if (bmp != null)
{
Image<Bgr, Byte> currentFrame = new Image<Bgr, Byte>(bmp);
Image<Gray, Byte> grayImage = currentFrame.Convert<Gray, Byte>().PyrDown().PyrUp();
Image<Gray, Byte> Dest = new Image<Gray, Byte>(grayImage.Size);
CvInvoke.cvCanny(grayImage, Dest, 10, 60, 3);
image1.Source = ToBitmapSource(Dest);
CalculateFps();
}
}
else
{
System.Diagnostics.Debug.WriteLine("depth bitmap empty :/");
}
}
}
private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream)
{
System.Diagnostics.Debug.WriteLine("depthframe len :{0}", depthFrame.Length);
for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < this.depthFrame32.Length; i16++, i32 += 4)
{
int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth;
byte Distance = 0;
int MinimumDistance = 800;
int MaximumDistance = 4096;
if (realDepth > MinimumDistance)
{
//White = Close
//Black = Far
Distance = (byte)(255-((realDepth-MinimumDistance)*255/(MaximumDistance-MinimumDistance)));
this.depthFrame32[i32 + RedIndex] = (byte)(Distance);
this.depthFrame32[i32 + GreenIndex] = (byte)(Distance);
this.depthFrame32[i32 + BlueIndex] = (byte)(Distance);
}
else
{
this.depthFrame32[i32 + RedIndex] = 0;
this.depthFrame32[i32 + GreenIndex] = 150;
this.depthFrame32[i32 + BlueIndex] = 0;
}
}
return this.depthFrame32;
}
I tried different PixelFormats to no avail. I can't figure out the problem. Does someone have any idea what I'm doing wrong?
Thanks

I would suggest using a WritableBitmap in order to copy the depth image to a viewable format. In the case of the PixelFormat, that information is available in the depth image itself so you should be using the same format for the WritableBitmap as is being captured.
Have you looked at any of the examples provided by Microsoft? You can find them at the Kinect for Windows Samples CodePlex page. There are several samples that demonstrate how to copy the depth data into a WritableBitmap and then output it. For example, here is the DepthFrameReady callback function of the "DepthBasics-WPF" sample application:
/// <summary>
/// Event handler for Kinect sensor's DepthFrameReady event
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void SensorDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
// Copy the pixel data from the image to a temporary array
depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);
// Get the min and max reliable depth for the current frame
int minDepth = depthFrame.MinDepth;
int maxDepth = depthFrame.MaxDepth;
// Convert the depth to RGB
int colorPixelIndex = 0;
for (int i = 0; i < this.depthPixels.Length; ++i)
{
// Get the depth for this pixel
short depth = depthPixels[i].Depth;
// To convert to a byte, we're discarding the most-significant
// rather than least-significant bits.
// We're preserving detail, although the intensity will "wrap."
// Values outside the reliable depth range are mapped to 0 (black).
// Note: Using conditionals in this loop could degrade performance.
// Consider using a lookup table instead when writing production code.
// See the KinectDepthViewer class used by the KinectExplorer sample
// for a lookup table example.
byte intensity = (byte)(depth >= minDepth && depth <= maxDepth ? depth : 0);
// Write out blue byte
this.colorPixels[colorPixelIndex++] = intensity;
// Write out green byte
this.colorPixels[colorPixelIndex++] = intensity;
// Write out red byte
this.colorPixels[colorPixelIndex++] = intensity;
// We're outputting BGR, the last byte in the 32 bits is unused so skip it
// If we were outputting BGRA, we would write alpha here.
++colorPixelIndex;
}
// Write the pixel data into our bitmap
this.colorBitmap.WritePixels(
new Int32Rect(0, 0, this.colorBitmap.PixelWidth, this.colorBitmap.PixelHeight),
this.colorPixels,
this.colorBitmap.PixelWidth * sizeof(int),
0);
}
}
}
The complete code for this particular class can be found here: http://kinectforwindows.codeplex.com/SourceControl/changeset/view/861462899ae7#v1.x/ToolkitSamples1.6.0/C#/DepthBasics-WPF/MainWindow.xaml.cs
The "Kinect Explorer" example is another good one to review, as it examines all three streams at once. It requires library that is not included in the CodePlex repository, but can be found in the Kinect for Windows Toolkit.

Okay, I figured it out on my own.
It was hiding in plain sight all along.
The function ConvertDepthFrame returns the byte array to convertedDepthBits in a different size (its 4 separate channels so 4x the original size), I need to use the length of data to be copied as 4*Image.PixelDataLength in the method call: Marshal.Copy(...)
Working fine now.
Phew! :)

Related

treshould filter in Aforge doesn't seem to work properly

hope you all doing well. I did write a bit of codes in C# using Aforge library. I wanted to crop my main image captured from webcam so as to have a nice ROI. When I use threshold value of 0 everything should be in white pixels (total of lets say 26880 pixels) but it seems that I have some black pixels (578 pixels) within my cropped image. any idea of what may caused it? when I don't crop my image everything is fine.
Bitmap img = (Bitmap)eventArgs.Frame.Clone();
Bitmap bmp = new Bitmap(x2box, y2box);
bmp = img.Clone(new Rectangle(x1box, y1box, x2box, y2box), eventArgs.Frame.PixelFormat);
Grayscale filter = new Grayscale(0.2125, 0.7154, 0.0721);
Bitmap img1 = filter.Apply(bmp);
Threshold tresh = new Threshold((int)tresh1); // tresh1 is 0-255 but is set to zero here
tresh.ApplyInPlace(img1);
int iterator = 1; int xrow = 0; // here i use these constant to calculate location of the pixels
byte[] arraybyte = BitmapToByteArray(img1);
for (int i = 0; i < arraybyte.Length; i++)
{
if (i - iterator * img1.Width == 0)
{
xrow++;
iterator++;
}
if (arraybyte[i] == 0) // if pixel is black
{
X_val.Add(i - xrow * img1.Width);
Y_val.Add(iterator);
}
}
for (int i = 0; i < X_val.Count; i++)
{
YAve += Y_val[i];
XAve += X_val[i];
}
MessageBox.Show(X_val.Count.ToString()); // shows non-zero value!
the BitmapToByteArray method is as follow:
public static byte[] BitmapToByteArray(Bitmap bitmap)
{
BitmapData bmpdata = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
int numbytes = bmpdata.Stride * bitmap.Height;
byte[] bytedata = new byte[numbytes];
IntPtr ptr = bmpdata.Scan0;
Marshal.Copy(ptr, bytedata, 0, numbytes);
bitmap.UnlockBits(bmpdata);
return bytedata;
}
The number of bytes for each row of the Bitmap will be enforced to be a multiple of 4. If roi width * bytes per pixel is not a multiple of 4, you will have padding bytes at the end of each row.
They will not be thresholded as they aren't really part of the Bitmap, so their value may be 0. Your BitmapToByteArray method might not be padding-aware and read every byte.

Save as 8bit PNG

I am creating placeholder images in certain sizes that will be used as Data URIs
Bitmap bitmap = new Bitmap(16, 10);
I have done some research, but can't find a good way of saving this bitmap as the smallest possible filesize, which is why I want an 8bit PNG.
My question is: How can I save this bitmap into a file/bytearray/stream as an 8bit PNG? Any good libraries?
You can do this with nQuant (which you can install with nuget, or see references below). The following example converts an image on disk and would be readily adapted to meet your needs.
public static bool TryNQuantify(string inputFilename, string outputFilename)
{
var quantizer = new nQuant.WuQuantizer();
var bitmap = new Bitmap(inputFilename);
if (bitmap.PixelFormat != System.Drawing.Imaging.PixelFormat.Format32bppArgb)
{
ConvertTo32bppAndDisposeOriginal(ref bitmap);
}
try
{
using (var quantized = quantizer.QuantizeImage(bitmap))
{
quantized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
}
catch
{
return false;
}
finally
{
bitmap.Dispose();
}
return true;
}
private static void ConvertTo32bppAndDisposeOriginal(ref Bitmap img)
{
var bmp = new Bitmap(img.Width, img.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
using (var gr = Graphics.FromImage(bmp))
gr.DrawImage(img, new Rectangle(0, 0, img.Width, img.Height));
img.Dispose();
img = bmp;
}
For more information see:
https://github.com/mcychan/nQuant.cs
https://code.msdn.microsoft.com/windowsdesktop/Convert-32-bit-PNGs-to-81ef8c81
I like the FreeImage project, it is light weight and easy to use. Below is an example of creating a transparent png. You could easily wrap this in a method and set the width and height and transparency value.
//create a new bit map
FIBITMAP dib = new FIBITMAP();
//allocate a 16x10 bitmap with 8bit depth
dib = FreeImage.Allocate(16, 10, 8);
//set the transpareny
byte[] Transparency = new byte[1];
Transparency[0] = 0x00;
FreeImage.SetTransparencyTable(dib, Transparency);
//save the bitmap
FreeImage.Save(FREE_IMAGE_FORMAT.FIF_PNG, dib, "C:\\temp\\tp.png", FREE_IMAGE_SAVE_FLAGS.DEFAULT);
If all you need is a small transparent image, why stop at 8 bit? You can go straight down to 1 bit! You only need one colour anyway, and it'll be even smaller.
In fact, you don't even need to do anything special for that. Since the pixels on a new indexed bitmap will all default to 0, meaning they reference its first palette colour, all you need to do is make a new 1bpp image, and set that first palette colour to transparent:
public static Bitmap MakePlaceholderImage(Int32 width, Int32 height)
{
Bitmap bm = new Bitmap(width, height, PixelFormat.Format1bppIndexed);
// This colour can't be assigned directly since the .Palette getter actually makes a copy of the palette.
ColorPalette pal = bm.Palette;
pal.Entries[0] = Color.Transparent;
bm.Palette = pal;
return bm;
}
I experimented a bit with this, and, saved as png, the end result seemed to consistently be 8 times smaller than the result of the same code executed with 8bpp. For a 5000x5000 image, the file size as png was barely over 3 KiB.
Google search led me to a 6 year old thread and I can't find my solution. It should've been possible 6 years as well, as it uses the System.Drawing Libraray of the .Net Framework.
This example code should help anyone who want to write an 8 bit indexed png.
static class SaveImages
{
public static void SaveGrayImage(Bitmap srcImg, string name)
{
Bitmap grayImg = new Bitmap(srcImg.Width, srcImg.Height, PixelFormat.Format8bppIndexed);
var pal = grayImg.Palette;
foreach (int i in Enumerable.Range(0, 256))
pal.Entries[i] = Color.FromArgb(255, i, i, i);
grayImg.Palette = pal;
var data = grayImg.LockBits(new Rectangle(0, 0, srcImg.Width, srcImg.Height), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
var bytes = new byte[data.Stride * data.Height];
foreach (int y in Enumerable.Range(0, srcImg.Height))
{
foreach (int x in Enumerable.Range(0, srcImg.Width))
{
var colour = srcImg.GetPixel(x, y);
var c = (int)colour.R + (int)colour.G + (int)colour.B;
c /= 3;
bytes[data.Stride * y + x] = (byte)c;
}
}
Marshal.Copy(bytes, 0, data.Scan0, bytes.Length);
grayImg.Save(name, ImageFormat.Png);
}
}
Edit: To add transparency dabble with the color palette.
1) Create your bitmap with 8 bit per pixel format:
Bitmap bmp = new Bitmap(20, 20, System.Drawing.Imaging.PixelFormat.Format8bppIndexed);
See PixelFormat for more formats.
2) Draw to the bitmap ...
3) Then save it as PNG:
bmp.Save(#"c:\temp\xyz.png", System.Drawing.Imaging.ImageFormat.Png);
The created file will have the same pixel format as bmp (8 bit)

How to create a Byte array that contains a real Image?

Please see my code below.
I want to create a Byte array with data that I can convert into a real image. When I try to run this code I get an argumentException. What do I need to do in the For loop in order to create a legitimate Byte array that will hold data of an image? I don't want to use a real image and convert it to byte array, I want to create an image form random numbers.
Random Rnd = new Random();
public MainWindow()
{
InitializeComponent();
}
private void Button_Click_1(object sender, RoutedEventArgs e)
{
Byte[] ByteArray = new Byte[1000];
for (int i = 0; i < 1000; i++)
{
ByteArray[i] = Convert.ToByte(Rnd.Next(9));
}
ImageConverter Convertor = new ImageConverter();
BitmapImage image = (BitmapImage)Convertor.ConvertFrom(ByteArray);
MyImage.Source = image;
}
Notice please that I don't want to work with WinForms types or libraries like system.drawing / bitmap - I only want to use WPF technology.
This is the solution you are looking for, using only WPF technology.
Note that the constant value of 16 used in the stride parameter calculation comes directly from the fact that I am using a 16-bit pixel format.
private void Button_Click_1(object sender, RoutedEventArgs e)
{
Random rnd = new Random();
Byte[] ByteArray = new Byte[(int)MyImage.Width * (int)MyImage.Height * 3];
rnd.NextBytes(ByteArray);
var image = BitmapSource.Create((int) MyImage.Width, (int) MyImage.Height, 72, 72,
PixelFormats.Bgr565, null, ByteArray, (4*((int)MyImage.Width * 16 + 31)/32));
MyImage.Source = image;
}
This just might do the trick for you:
private static Bitmap GenBitmap(int width, int height) {
int ch = 3; //number of channels (ie. assuming 24 bit RGB in this case)
Random rnd = new Random();
int imageByteSize = width * height * ch;
byte[] imageData = new byte[imageByteSize]; //your image data buffer
rnd.NextBytes(imageData); //Fill with random bytes;
Bitmap bitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
BitmapData bmData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadWrite, bitmap.PixelFormat);
IntPtr pNative = bmData.Scan0;
Marshal.Copy(imageData, 0, pNative, imageByteSize);
bitmap.UnlockBits(bmData);
return bitmap;
}
I'm not sure how Converter.ConvertFrom works but I prefer to do my bitmaps the lower-level way with Bitmap.LockBits() and a little Marshal.Copy().
See this method:
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
static Bitmap CreateRandomBitmap(Size size)
{
// Create a new bitmap for the size requested.
var bitmap = new Bitmap(size.Width, size.Height, PixelFormat.Format32bppArgb);
// Lock the entire bitmap for write-only acccess.
var rect = new Rectangle(0, 0, size.Width, size.Height);
var bitmapData = bitmap.LockBits(rect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
// Calculate the number of bytes required and allocate them.
var numberOfBytes = bitmapData.Stride * size.Height;
var bitmapBytes = new byte[numberOfBytes];
// Fill the bitmap bytes with random data.
var random = new Random();
for (int x = 0; x < size.Width; x++)
{
for (int y = 0; y < size.Height; y++)
{
// Get the index of the byte for this pixel (x/y).
var i = ((y * size.Width) + x) * 4; // 32bpp
// Generate the next random pixel color value.
var value = (byte)random.Next(9);
bitmapBytes[i] = value; // BLUE
bitmapBytes[i + 1] = value; // GREEN
bitmapBytes[i + 2] = value; // RED
bitmapBytes[i + 3] = 0xFF; // ALPHA
}
}
// Copy the randomized bits to the bitmap pointer.
var ptr = bitmapData.Scan0;
Marshal.Copy(bitmapBytes, 0, ptr, numberOfBytes);
// Unlock the bitmap, we're all done.
bitmap.UnlockBits(bitmapData);
return bitmap;
}
Then you can do something like this:
public void Run()
{
using(var bitmap = CreateRandomBitmap(new Size(64, 64)))
{
bitmap.Save("random.png", ImageFormat.Png);
}
}
You can't use random bytes to create an image, because each type of image (bmp, jpeg, png) is constructed with a certain format. The code wouldn't know how to interpret random bytes.
http://en.wikipedia.org/wiki/Image_file_formats

convert bitonal TIFF to bitonal PNG in C#

I need to convert bitonal (black and white) TIFF files into another format for display by a web browser, currently we're using JPGs, but the format isn't crucial. From reading around .NET doesn't seem to easily support writing bitonal images, so we're ending up with ~1MB files instead of ~100K ones. I'm considering using ImageMagick to do this, but ideally i'd like a solution which doesn't require this if possible.
Current code snippet (which also does some resizing on the image):
using (Image img = Image.FromFile(imageName))
{
using (Bitmap resized = new Bitmap(resizedWidth, resizedHeight)
{
using (Graphics g = Graphics.FromImage(resized))
{
g.DrawImage(img, new Rectangle(0, 0, resized.Width, resized.Height), 0, 0, img.Width, img.Height, GraphicsUnit.Pixel);
}
resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Jpeg);
}
}
Is there any way to achieve this?
Thanks.
I believe the problem can be solved by checking that resized bitmap is of PixelFormat.Format1bppIndexed. If it's not, you should convert it to 1bpp bitmap and after that you can save it as black and white png without problems.
In other words, you should use following code instead of resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Jpeg);
if (resized.PixelFormat != PixelFormat.Format1bppIndexed)
{
using (Bitmap bmp = convertToBitonal(resized))
bmp.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
else
{
resized.Save(outputFilename, System.Drawing.Imaging.ImageFormat.Png);
}
I use following code for convertToBitonal :
private static Bitmap convertToBitonal(Bitmap original)
{
int sourceStride;
byte[] sourceBuffer = extractBytes(original, out sourceStride);
// Create destination bitmap
Bitmap destination = new Bitmap(original.Width, original.Height,
PixelFormat.Format1bppIndexed);
destination.SetResolution(original.HorizontalResolution, original.VerticalResolution);
// Lock destination bitmap in memory
BitmapData destinationData = destination.LockBits(
new Rectangle(0, 0, destination.Width, destination.Height),
ImageLockMode.WriteOnly, PixelFormat.Format1bppIndexed);
// Create buffer for destination bitmap bits
int imageSize = destinationData.Stride * destinationData.Height;
byte[] destinationBuffer = new byte[imageSize];
int sourceIndex = 0;
int destinationIndex = 0;
int pixelTotal = 0;
byte destinationValue = 0;
int pixelValue = 128;
int height = destination.Height;
int width = destination.Width;
int threshold = 500;
for (int y = 0; y < height; y++)
{
sourceIndex = y * sourceStride;
destinationIndex = y * destinationData.Stride;
destinationValue = 0;
pixelValue = 128;
for (int x = 0; x < width; x++)
{
// Compute pixel brightness (i.e. total of Red, Green, and Blue values)
pixelTotal = sourceBuffer[sourceIndex + 1] + sourceBuffer[sourceIndex + 2] +
sourceBuffer[sourceIndex + 3];
if (pixelTotal > threshold)
destinationValue += (byte)pixelValue;
if (pixelValue == 1)
{
destinationBuffer[destinationIndex] = destinationValue;
destinationIndex++;
destinationValue = 0;
pixelValue = 128;
}
else
{
pixelValue >>= 1;
}
sourceIndex += 4;
}
if (pixelValue != 128)
destinationBuffer[destinationIndex] = destinationValue;
}
Marshal.Copy(destinationBuffer, 0, destinationData.Scan0, imageSize);
destination.UnlockBits(destinationData);
return destination;
}
private static byte[] extractBytes(Bitmap original, out int stride)
{
Bitmap source = null;
try
{
// If original bitmap is not already in 32 BPP, ARGB format, then convert
if (original.PixelFormat != PixelFormat.Format32bppArgb)
{
source = new Bitmap(original.Width, original.Height, PixelFormat.Format32bppArgb);
source.SetResolution(original.HorizontalResolution, original.VerticalResolution);
using (Graphics g = Graphics.FromImage(source))
{
g.DrawImageUnscaled(original, 0, 0);
}
}
else
{
source = original;
}
// Lock source bitmap in memory
BitmapData sourceData = source.LockBits(
new Rectangle(0, 0, source.Width, source.Height),
ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
// Copy image data to binary array
int imageSize = sourceData.Stride * sourceData.Height;
byte[] sourceBuffer = new byte[imageSize];
Marshal.Copy(sourceData.Scan0, sourceBuffer, 0, imageSize);
// Unlock source bitmap
source.UnlockBits(sourceData);
stride = sourceData.Stride;
return sourceBuffer;
}
finally
{
if (source != original)
source.Dispose();
}
}
Have you tried saving using the Image.Save overload with Encoder parameters?
Like the Encoder.ColorDepth Parameter?
Trying jaroslav's suggestion for color depth doesn't work:
static void Main(string[] args)
{
var list = ImageCodecInfo.GetImageDecoders();
var jpegEncoder = list[1]; // i know this is the jpeg encoder by inspection
Bitmap bitmap = new Bitmap(500, 500);
Graphics g = Graphics.FromImage(bitmap);
g.DrawRectangle(new Pen(Color.Red), 10, 10, 300, 300);
var encoderParams = new EncoderParameters();
encoderParams.Param[0] = new EncoderParameter(Encoder.ColorDepth, 2);
bitmap.Save(#"c:\newbitmap.jpeg", jpegEncoder, encoderParams);
}
The jpeg is still a full color jpeg.
I don't think there is any support for grayscale jpeg in gdi plus. Have you tried looking in windows imaging component?
http://www.microsoft.com/downloads/details.aspx?FamilyID=8e011506-6307-445b-b950-215def45ddd8&displaylang=en
code example: http://www.codeproject.com/KB/GDI-plus/windows_imaging.aspx
wikipedia: http://en.wikipedia.org/wiki/Windows_Imaging_Component
This is an old thread. However, I'll add my 2 cents.
I use AForge.Net libraries (open source)
use these dlls. Aforge.dll, AForge.Imaging.dll
using AForge.Imaging.Filters;
private void ConvertBitmap()
{
markedBitmap = Grayscale.CommonAlgorithms.RMY.Apply(markedBitmap);
ApplyFilter(new FloydSteinbergDithering());
}
private void ApplyFilter(IFilter filter)
{
// apply filter
convertedBitmap = filter.Apply(markedBitmap);
}
Have you tried PNG with 1 bit color depth?
To achieve a size similar to a CCITT4 TIFF, I believe your image needs to use a 1-bit indexed pallette.
However, you can't use the Graphics object in .NET to draw on an indexed image.
You will probably have to use LockBits to manipulate each pixel.
See Bob Powell's excellent article.

High-speed performance of image filtering in C#

I have Bitmap. I want to apply median filter to my bitmap. But I can’t use GetPixel() and SetPixel() because speed is very important factor for me. I need very fast way to do it. May be it can be done with a Graphics.DrawImage(Image, Point[], Rectangle, GraphicsUnit, ImageAttributes).
After median filter I want to apply binaryzation filter (for each pixel calculate brightness: B=0.299*R+0.5876*G+0.114B, if brightness less than thresholdValue (thresholdValue is parametr for my task in [0...255]) then value of my pixel in result image is 1, otherwise - 0) Speed in binaryzation filter is important for me too
Just found this link: A fast way to grayscale an image in .NET (C#)
/// <summary>
/// Grayscales a given image.
/// </summary>
/// <param name="image">
/// The image that is transformed to a grayscale image.
/// </param>
public static void GrayScaleImage(Bitmap image)
{
if (image == null)
throw new ArgumentNullException("image");
// lock the bitmap.
var data = image.LockBits(
new Rectangle(0, 0, image.Width, image.Height),
ImageLockMode.ReadWrite, image.PixelFormat);
try
{
unsafe
{
// get a pointer to the data.
byte* ptr = (byte*)data.Scan0;
// loop over all the data.
for (int i = 0; i < data.Height; i++)
{
for (int j = 0; j < data.Width; j++)
{
// calculate the gray value.
byte y = (byte)(
(0.299 * ptr[2]) +
(0.587 * ptr[1]) +
(0.114 * ptr[0]));
// set the gray value.
ptr[0] = ptr[1] = ptr[2] = y;
// increment the pointer.
ptr += 3;
}
// move on to the next line.
ptr += data.Stride - data.Width * 3;
}
}
}
finally
{
// unlock the bits when done or when
// an exception has been thrown.
image.UnlockBits(data);
}
}
EDIT: See more info:
Using the LockBits method to access image data
GrayScale and ColorMatrix
Copy data to an array using CopyPixels, then operate on the array. Here is a code snippet where I take the average color:
int stride = (bmp.PixelWidth * bmp.Format.BitsPerPixel + 7) / 8;
byte[] pixels = new byte[bmp.PixelHeight * stride];
bmp.CopyPixels(pixels, stride, 0);
double[] averageComponents = new double[bmp.Format.BitsPerPixel / 8];
for (int pixel = 0; pixel < pixels.Length; pixel += averageComponents.Length)
{
for (int component = 0; component < averageComponents.Length; component++)
{
averageComponents[component] += pixels[pixel + component];
}
}
The filters you're using should run fast enough without any further optimizations (Just don't do something algorithmically slow).
If copying's too slow for you, use LockBits and an unsafe block to modify the resulting BitmapData structure directly.

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