C# resize indexed colour bitmap and maintain colours - c#

I have a Bitmap which is in 256-colour indexed format, I need to resize it so I create a new Bitmap in 24-bit RGB format and draw it using a Graphics object as I cannot create a graphics object from an indexed colour bitmap. I then need to save the resized image back as an indexed colour format so I use FormatConvertedBitmap to convert to indexed colour like this:
BitmapSource bitmapSource = Imaging.CreateBitmapSourceFromHBitmap(bmp.GetHbitmap(), IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions());
FormatConvertedBitmap converted = new FormatConvertedBitmap();
converted.BeginInit();
converted.Source = bitmapSource;
converted.DestinationFormat = System.Windows.Media.PixelFormats.Indexed8;
converted.DestinationPalette = new BitmapPalette(bitmapSource, 256);
converted.EndInit();
This works but the solid colours are now grainy and contain other colour pixels. Is there a better method to either resize an indexed colour image or to maintain the solid colours?

Yes, this is pretty inevitable. The core property you want to control to influence this is Graphics.InterpolationMode. A high quality selection like Bicubic will add a lot of colors to the resized image. Trying to whack it back to 256 colors is going to produce a grainy image. You could use NearestNeighbor instead to reduce the number of added colors but you'll end up with a blocky image.
You could try the GIF encoder, it is forced to resample the image back to 256 colors as well. It uses a dithering algorithm. But tends to produce flecky artifacts that become noticeable when the image has large areas of similar colors, like a blue sky. There is no magical cure beyond simply not resampling back. There is just no point in doing that with the wonderful hardware we have these days.

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Application C# image quality [duplicate]

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Application about C# image quality [closed]
Closed 2 years ago.
I am developing an application with C#. In the application I developed, I take the picture file with the user selection and transfer the picture onto the form.
After this step, I want to make changes to the bitmap of the picture. For example resizing the image in small sizes and converting to 1bpp color format.
I can do these now, I can resize the image and convert it to 1bpp color format, but at this point I think I have quality problems.
For example, when I take a screenshot of a text and send it to the program, I see that the letters in the text are unclearly bad when I view it in the resized 1bpp color format.
I show the algorithms I used and the screenshot of the application:
Bitmap bmp = new Bitmap(ResizeImage.filePath);
Bitmap bmpOriginalRGB = Helper.ImageResize(bmp, 512, 384);
pcbox1.Image = bmpOriginalRGB;
Bitmap bmpResizeRGB = Helper.ImageResize(bmp, ResizeWidth, ResizeHeight);
pcbox2.Image = bmpResizeRGB;
Bitmap bmpResize1BPP_1 = Helper.ConvertTo1BppImage(Helper.ImageResize(bmp, ResizeWidth, ResizeHeight));
pcbox3.Image = bmpResize1BPP_1;
Bitmap bmpResize1BPP_2 = bmpResizeRGB.Clone(new Rectangle(0, 0, ResizeWidth, ResizeHeight), PixelFormat.Format1bppIndexed);
pcbox4.Image = bmpResize1BPP_2;
Bitmap oledBitmap = bmpResize1BPP_2;
and
public static Bitmap ImageResize(Image image, int width, int height)
{
var destRect = new Rectangle(0, 0, width, height);
var destImage = new Bitmap(width, height);
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
Here's a first screenshoot
Here's a second screenshoot
Here's a third screenshoot
For example, as in the second screen image, the shadow of the woman appears as black. And I don't want that. I want to see a clearer black and white image.
Do you think it is possible to further improve this picture quality?
Edit: Sorry for translate..
I don't believe your problem is the quality on resizing, it's rather the conversion from greyscale to black and white.
When resizing, the color of the adjacent pixels are averaged together to get a new color approximating the set of pixels. So going from a 200x200 pixel image to a 100x100 pixel image, a set of 4 pixels becomes a single pixel. It will still look fairly good, but the solid black text will become a series of gray pixels. The exact formula will vary by the interpolation method used. But when resizing a nice piece of black and white text, the text will end up lighter or more grey (which will be important later)
However, when going from greyscale (or full color) to black and white each pixel ends up being either black and white, there are no other options, but there are different algorithms used to decide which pixels end up black or white, often called dithering. (https://en.wikipedia.org/wiki/Dither)
Your first b/w image appears to use some form of error diffusion, quite possibly Floyd-Steinberg. It tends to work fairly well on real wold images and turns grey areas into spaced out black pixels visually approximating the greyness of the area they fall in.
Your second b/w image appears to be a simple threshold algorithm. Basically pixels darker than a certain color end up black, and all the rest end up white. You can adjust the image by simply setting which color is used as the threshold. Often this works well with text, but you will need to adjust the value used as the threshold, but I don't know if the libraries you are using allow for this or not. I have found what works well for programmatically selecting the threshold is to total up how many pixels there are of each color, and then assume some percent will be black (text tends to be mostly white space), then choose the threshold that gives you that number of black pixels.
And there are many other dithering algorithms that you can try, as well as edge detection algorithms. You can also try adjusting the contrast of the image before converting to b/w.
However, at the end of the day, when resolution is low (pixels per character), it may not be possible to easily convert them to b/w and have them still be readable (just try to fax small text on a fax machine in standard mode). Remember your resize removed a lot of information and the conversion from 8 bit to 1 bit removed another 87% of the information in the resized picture.

Converting 8bpp Indexed Bitmap to 24bpp and back again with the same custom color palette

I'm making a tool that does some graphical editing to some bitmaps. I have some 8bppIndexed bitmaps with an existing color palette that I have to convert to 24bppRgb to allow me to draw on it and edit colors of pixels based on some options the user selected. Bitmap graphic is the original 8bpp .bmp file:
//Get Bitmap from file
Bitmap graphic = new Bitmap(source);
//Get palette and pixel format
ColorPalette pal = graphic.Palette;
PixelFormat pix = graphic.PixelFormat; //Format8bppIndexed
//Create datagraphic in 24bppRgb to allow for editing
PixelFormat datapix = PixelFormat.Format24bppRgb;
Bitmap datagraphic = graphic.Clone(new Rectangle(0, 0, graphic.Width, graphic.Height), datapix);
After drawing and editing Bitmap datagraphic, I'm trying to convert it back to 8bppIndexed with the same color palette as Bitmap graphic. I can do that like this:
//Convert back to graphic pixel format
datagraphic = datagraphic.Clone(new Rectangle(0, 0, datagraphic.Width, datagraphic.Height), pix); //Format8bppIndexed
//Apply color palette
datagraphic.Palette = pal;
However, after cloning datagraphic with the same pixel format as graphic, it creates an entirely new color palette. The colors in datagraphic are then all incorrect after applying ColorPalette pal. They only match by their index number between the two palettes. Is there another way of doing this that preserves the colors?
And yes, the bitmaps need to be 8bppIndexed with the custom palette. I'm trying to avoid the need to go through Photoshop to change the color index of all the end result data graphics with the correct palette.
I should say that I'm still fairly new to C#. I hope I was clear as to what I'm trying to do. I appreciate any help here. Thanks in advance.
Converting an 8-bit image to 24bpp is trivial: you just paint it on a new image of the same dimensions and the preferred pixel format.
public static Bitmap PaintOn24bpp(Image image)
{
Bitmap bp = new Bitmap(image.Width, image.Height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(bp))
gr.DrawImage(image, new Rectangle(0, 0, bp.Width, bp.Height));
return bp;
}
This works with any source image no matter its pixel format, though for images containing transparency you may want to preprocess them to fill any transparent areas, because I don't know if painting with transparency taken into account will work if the image you're drawing on doesn't support alpha.
The reverse, to convert a high-colour image to indexed, is a lot trickier, but if you have the palette, it is certainly possible. The main problem in this case is that using Graphics doesn't work, since indexed graphics don't have coloured pixels; they have a coloured palette, and pixels that just reference those colours.
Editing 8-bit data generally boils down to building a byte array containing the image data, and converting that to an image with the palette slapped onto it. The actual conversion is done by making a new 8bpp Bitmap, opening its backing byte array with the LockBits function, and copying your new data into it with Marshal.Copy.
After that, the final missing link is a method to match your image's coloured pixels to their closest palette match, so you can then take the array of resulting matches and bake it into an 8bpp image. This is generally done by calculating the Pythagorean distance (in 3D RGB colour space) of your colour to each of the palette colours, and then taking the index of the colour for which that distance is the smallest.
The whole process, from start to end, is explained in detail in this answer:
A: How to convert a colored image to a image that has only two predefined colors?
This deals with 2 colours, but the method for dealing with 2 or with 256 colours is completely identical, since the end result in both cases was an 8bpp image.
It could be optimised for dealing with 24bpp images directly instead of converting the input to 32bpp, but that's probably not worth the effort, especially since the method posted there works with absolutely any input.

Make a WriteableBitmap Transparent in Windows Phone 8.1 C# WinRT Programmatically

Is it possible to add transparency to a WriteableBitmap in Windows Phone 8.1 using C# / WinRT programmatically?
I've referenced the WriteableBitmapEx library in my project for image resizing and blitting, which is quite useful, and it could also possibly help with adding transparency or alpha channels/layers, but the documentation is not very thorough.
It might be better to have a method without using the WriteableBitmapEx library to achieve this, but whatever works... I've been searching this for a while and there's not much information on a basic solution.
The idea is that a user can select an image or graphic, and pin it to their start screen, and the app would make the background color transparent...probably white or black, or even by using the first X/Y coordinate color of the image's background.
Have you tried using the transparent colour with your WriteableBitmapEx? For example to clear the entire bitmap use:
writeableBitmap = new WriteableBitmap(200, 200, 96, 96, PixelFormats.Bgra32, null);
writeableBitmap.Clear(Colors.Transparent);
If you want to edit specific pixels yourself - you need to access the PixelBuffer property. I'm sure WriteableBitmapEx does it all the time. So does my toolkit here. I can't recall the pixel format right now, but I think it's like ARGB or P-ARGB? I'm likely confused here, but basically your pixel buffer is an array that has data for all the row of pixels with each pixel defined by 4 bytes, so a 2x2 bitmap will have something like ARGBARGBARGBARGB bytes where each letter is one of four pixel component values (0-255 with 0 for no color and 255 for all RGB being white). R is Red, G is Green, B is Blue and A is Alpha - opacity or transparency. In P- or Premultiplied- pixel formats - all of RGB values are additionally multiplied by the Alpha channel value for performance reasons (IIRC).
You'll need to loop through all your pixels and set the ARGB values according to your rules to add transparency where needed, possibly un-pre-multiplying and pre-multiplying RGB as needed.

Make overlapping picturebox transparent in C#.net

I have two overlapping pictureboxes.The images of both picture boxes have some transparent pixels.I want to see the bottom picture box through the transparent pixels of the overlapping picture box.
I tried setting the background color of both picture boxes as transparent.But it just sets the back color of the picture box to the background color of the form.
Clearly you are using Winforms. Yes, transparency is simulated by drawing the pixels of the Parent. Which is the form, you only see the form pixels, stacking effects don't work. There's a KB article that shows a workaround for this. It is painful. Another approach is to not use PictureBox controls but just draw the images in the form's Paint event.
Consider WPF, it has a very different rendering model that easily supports transparency.
Solutions to that problem might be various, and it mainly depends on your skills and amount of work will depend on kind of images you're dealing with. For example if images are always same resolution, size and overlapping image supports transparency you could try to do manipulation of two Image objects and draw one over another, then display it in PictureBox. Or if you will need to do it multiple times in various places of your app you could even consider creating your own UserContriol.
Code in answer of this question, method ResizeImagein particular, show how to create resized, good quality image, all you need it is to change it a little. Make it to get two Images as input parameters, and change it to draw one image over another.
Changes might look like this
public static Bitmap CombineAndResizeTwoImages(Image image1, Image image2, int width, int height)
{
//a holder for the result
Bitmap result = new Bitmap(width, height);
//use a graphics object to draw the resized image into the bitmap
using (Graphics graphics = Graphics.FromImage(result))
{
//set the resize quality modes to high quality
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
//draw the images into the target bitmap
graphics.DrawImage(image1, 0, 0, result.Width, result.Height);
graphics.DrawImage(image2, 0, 0, result.Width, result.Height);
}
//return the resulting bitmap
return result;
}
And use it, for example, like this:
pictureBox1.Image = CombineAndResizeTwoImages(Image.FromFile("c:\\a.png"), Image.FromFile("c:\\b.png"), 100,100);
But that its only example, and you must tune it up to your needs.
Good luck.
If it's one PictureBox inside another, you can use:
innerPictureBox.SendToBack();
innerPictureBox.Parent = outerPictureBox;

Generate image with some transparent parts

Im trying to generate a small square 32 by 32 pixels with a 10 by 10 squareish transparent gap in the middle.
This is what I have so far:
private Image CreatePicture(){
// Create a new Bitmap object, 32 x 32 pixels in size
Bitmap canvas = new Bitmap(32,32,System.Drawing.Imaging.PixelFormat.Format16bppRgb555);
for(int i=10;i<21;i++){
for(int p=10;p<21;p++){
canvas.SetPixel(i,p,Color.Lime);
}
}
canvas.MakeTransparent(Color.Lime);
// return the picture
return canvas;
}
Its a it rough and not going to be the final "optimized version" its just a rough demo script. The problem is the returned image does not transparency instead its just a grey box :(.
Any help appreciated.
Michael
UPDATE:
I have updated the script with the PixelFormat set to an Alpha RGB format which it actually accepts without erroring on runtime. Now though if I remove the "canvas.MakeTransparent(Color.Lime);" line it shows a lime box in the middle with it it just shows a grey box the same colour as the grey background; so it seems as if transparency is being recognised just not implimenting the transparency!
private Bitmap CreatePicture(){
// Create a new Bitmap object, 50 x 50 pixels in size
Bitmap canvas = new Bitmap(82,82,System.Drawing.Imaging.PixelFormat.Format32bppArgb);
for(int i=10;i<71;i++){
for(int p=10;p<71;p++){
canvas.SetPixel(i,p,Color.Lime);
}
}
canvas.MakeTransparent(Color.Lime);
// return the picture
return canvas;
}
[...]Format16bppRgb555
Try to use some format with an alpha channel (...Rgba) here. Also, if the output will be an image later, make sure you use an image format like PNG that supports alpha channels.
It depends on how your going to use or display the image. PNG and Gif are the two file formats that support transparency.
For the bitmap setting of transparency, i used:
Graphics.FromImage(bitmap).FillRectangle(Brushes.Transparent, ...) to set the area I wanted as transparent, then I saved the file out as a PNG to get an image with transparency.
I also tried the MakeTransparent method and ran into problems and the Brushes.Transparent was the solution that worked for my situation.
Hope this gives you a direction to look into.
One last note, I create the Bitmap object with width and height only, I don't specify the pixel format or whatever that's called i.e. bitmap = New Bitmap(width, height);
You probably need to change the image format to Format16bppArgb1555.
Right now, you're using Format32bppArgb or Format16bppRgb555, which is 16 bits per pixel with no alpha information. Transparency requires an alpha channel or alpha bit to be present.
My don't you just SetPixel() to Color.Transparent? Instead of Color.Lime then MakeTransparent? And as others have noted; you need a pixel format with an alpha channel.
The MakeTransparent function does work. You have "grey patches" because your TransparencyKey is not correct. You'll find that if you set your TransparencyKey property to whatever color that grey patch is, the grey patches will indeed become transparent when your image is displayed. The default grey patch I got was labeled as "Control" in color, or basically the default Windows Form background color. Change your TransparencyKey to whatever your grey patch is (in my case Control) and your problem will be solved, no saving of files to the Hard Drive neccessary. Cheers mate.

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