Drawing Bitmap with unsafe per pixel access results in empty image - c#

I have a class that creates a matrix of Color values by reading a Bitmap. The class directly reads each byte in the pixels inside an unsafe block using the pointer to the image. The purpose of the class is to read the pixel values into memory where I can run filters on them before saving the image as a new file.
I can recreate the image using GDI+'s setPixel() method, however it is too slow for my needs.
I am attempting to save a new image file using the following function:
public void saveImageFromPixels()
{
this.newBitmap = new Bitmap(srcBitmap.Width, srcBitmap.Height);
BitmapData imgData = newBitmap.LockBits(new Rectangle(0, 0, newBitmap.Width, newBitmap.Height),
ImageLockMode.ReadWrite,
PixelFormat.Format24bppRgb);
int stride = imgData.Stride;
System.IntPtr Scan0 = imgData.Scan0;
unsafe
{
byte* p = (byte*)(void*)Scan0;
int nOffset = stride - newBitmap.Width * 3;
for (int x = 0; x < newBitmap.Height; ++x)
{
for (int y = 0; y < newBitmap.Width; ++y)
{
p[0] = (byte)(255 - matrix[y][x].B);
p[1] = (byte)(255 - matrix[y][x].G);
p[2] = (byte)(255 - matrix[y][x].R);
p += 3;
}
p += nOffset;
}
}
this.newBitmap.Save(#"C:\images\1-d.jpg");
}
However the result is an empty image (with the proper dimensions). The code that directly accesses the pixels and saves the value as a Color works fine, it is just saving the image I am having problems with.
The following code defines srcBitmap and newBitmap
private Bitmap srcBitmap;
private Bitmap newBitmap;
private List<List<Color>> matrix;
public PixelMatrix(string path)
{
this.srcBitmap = new Bitmap(path);
this.matrix = new List<List<Color>>(srcBitmap.Width);
for (int x = 0; x < srcBitmap.Width; x++)
{
this.matrix.Add(new List<Color>(srcBitmap.Height));
}
}

You need to UnlockBits().

Related

Show an array of bytes as an image on a form

I wrote some code to show an array of bytes as an image. There is an array of bytes in which every element represents a value of 8-bit gray scale image. Zero equals the most black and 255 does the most white pixel. My goal is to convert this w*w-pixel gray-scale image to some thing accepted by pictureBox1.Image.
This is my code:
namespace ShowRawImage
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
int i = 0, j = 0, w = 256;
byte[] rawIm = new byte[256 * 256];
for(i = 0; i < w; ++i)
{
for (j = 0; j < w; ++j)
{
rawIm[i * w + j] = (byte)j; // BitConverter.GetBytes(j);
}
}
MemoryStream mStream = new MemoryStream();
mStream.Write(rawIm, 0, Convert.ToInt32(rawIm.Length));
Bitmap bm = new Bitmap(mStream, false);// the error occurs here
mStream.Dispose();
pictureBox1.Image = bm;
}
}
}
However I get this error:
Parameter is not valid.
The error snapshot
where is my mistake?
EDIT:
In next step I am going to display 16-bit grayscale images.
The Bitmap(Stream, bool) constructor expects a stream with an actual image format (eg. PNG, GIF, etc.) along with header, palette, and possibly compressed image data.
To create a Bitmap from raw data, you need to use the Bitmap(int width, int height, int stride, PixelFormat format, IntPtr scan0) constructor, but that is also quite inconvenient because you need a pinned raw data that you can pass as scan0.
The best if you just create an 8bpp bitmap with grayscale palette and set the pixels manually:
var bmp = new Bitmap(256, 256, PixelFormat.Format8bppIndexed);
// making it grayscale
var palette = bmp.Palette;
for (int i = 0; i < 255; i++)
palette.Entries[i] = Color.FromArgb(i, i, i);
bmp.Palette = palette;
Now you can access its raw content as bytes where 0 is black and 255 is white:
var bitmapData = bmp.LockBits(new Rectangle(Point.Empty, bmp.Size), ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
for (int y = 0; y < bitmapData.Height; y++)
{
for (int x = 0; x < bitmapData.Width; x++)
{
unsafe
{
((byte*) bitmapData.Scan0)[y * bitmapData.Stride + x] = (byte)x;
}
}
}
bmp.UnlockBits(bitmapData);
The result image:
But if you don't want to use unsafe code, or you want to set pixels by colors, you can use this library (disclaimer: written by me) that supports efficient manipulation regardless of the actual PixelFormat. Using that library the last block can be rewritten like this:
using (IWritableBitmapData bitmapData = bmp.GetWritableBitmapData())
{
IWritableBitmapDataRow row = bitmapData.FirstRow;
do
{
for (int x = 0; x < bitmapData.Width; x++)
row[x] = Color32.FromGray((byte)x); // this works for any pixel format
// row.SetColorIndex(x, x); // for the grayscale 8bpp bitmap created above
} while (row.MoveNextRow());
}
Or like this, using Parallel.For (this works only because in your example all rows are the same so the image is a horizontal gradient):
using (IWritableBitmapData bitmapData = bmp.GetWritableBitmapData())
{
Parallel.For(0, bitmapData.Height, y =>
{
var row = bitmapData[y];
for (int x = 0; x < bitmapData.Width; x++)
row[x] = Color32.FromGray((byte)x); // this works for any pixel format
// row.SetColorIndex(x, x); // for the grayscale 8bpp bitmap created above
});
}
As said in the comments - bitmap is not just an array. So to reach your goal you can create bitmap of needed size and set pixels with Bitmap.SetPixel:
Bitmap bm = new Bitmap(w, w);
for(var i = 0; i < w; ++i)
{
for (var j = 0; j < w; ++j)
{
bm.SetPixel(i,j, Color.FromArgb(j, j, j));
}
}

Converting System.Drawing Bitmap to Dlib Array2D

In this case, a grayscale Array2D for ShapePredictor.
Here is what I am trying, without much success.
using DlibDotNet;
using Rectangle = System.Drawing.Rectangle;
using System.Runtime.InteropServices;
public static class Extension
{
public static Array2D<byte> ToArray2D(this Bitmap bitmap)
{
var bits = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppPArgb);
var length = bits.Stride * bits.Height;
var data = new byte[length];
Marshal.Copy(bits.Scan0, data, 0, length);
bitmap.UnlockBits(bits);
var array = new Array2D<byte>(bitmap.Width, bitmap.Height);
for (var x = 0; x < bitmap.Width; x++)
for (var y = 0; y < bitmap.Height; y++)
{
var offset = x * 4 + y * bitmap.Width * 4;
array[x][y] = data[offset];
}
return array;
}
I've searched and have not yet found a clear answer.
As noted before, you first need to convert your image to grayscale. There are plenty of answers here on StackOverflow to help you with that. I advise the ColorMatrix method used in this answer:
A: Convert an image to grayscale
I'll be using the MakeGrayscale3(Bitmap original) method shown in that answer in my code below.
Typically, images are looped through line by line for processing, so for clarity, you should put your Y loop as outer loop. It also makes the calculation of the data offsets a lot more efficient.
As for the actual data, if the image is grayscale, the R, G and B bytes should all be the same. The order "ARGB" in 32-bit pixel data refers to one UInt32 value, but those are little-endian, meaning the actual order of the bytes is [B, G, R, A]. This means that in each loop iteration we can just take the first of the four bytes, and it'll be the blue component.
public static Array2D<Byte> ToArray2D(this Bitmap bitmap)
{
Int32 stride;
Byte[] data;
// Removes unnecessary getter calls.
Int32 width = bitmap.Width;
Int32 height = bitmap.Height;
// 'using' block to properly dispose temp image.
using (Bitmap grayImage = MakeGrayscale(bitmap))
{
BitmapData bits = grayImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppPArgb);
stride = bits.Stride;
Int32 length = stride*height;
data = new Byte[length];
Marshal.Copy(bits.Scan0, data, 0, length);
grayImage.UnlockBits(bits);
}
// Constructor is (rows, columns), so (height, width)
Array2D<Byte> array = new Array2D<Byte>(height, width);
Int32 offset = 0;
for (Int32 y = 0; y < height; y++)
{
// Offset variable for processing one line
Int32 curOffset = offset;
// Get row in advance
Array2D<Byte>.Row<Byte> curRow = array[y];
for (Int32 x = 0; x < width; x++)
{
curRow[x] = data[curOffset]; // Should be the Blue component.
curOffset += 4;
}
// Stride is the actual data length of one line. No need to calculate that;
// not only is it already given by the BitmapData object, but in some situations
// it may differ from the actual data length. This also saves processing time
// by avoiding multiplications inside each loop.
offset += stride;
}
return array;
}

Save kinect image with openni

I used the example in openNI library called "SimpleViewer.net" to display images of kinect device with the library openNI.
Now, my aim is to save all the images that I display, I think that the place is:
lock (this)
{
Rectangle rect = new Rectangle(0, 0, this.bitmap.Width, this.bitmap.Height);
BitmapData data = this.bitmap.LockBits(rect, ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
ushort* pDepth = (ushort*)this.depth.DepthMapPtr.ToPointer();
// set pixels
for (int y = 0; y < depthMD.YRes; ++y)
{
byte* pDest = (byte*)data.Scan0.ToPointer() + y * data.Stride;
for (int x = 0; x < depthMD.XRes; ++x, ++pDepth, pDest += 3)
{
byte pixel = (byte)this.histogram[*pDepth];
pDest[0] = 0;
pDest[1] = pixel;
pDest[2] = pixel;
}
}
this.bitmap.UnlockBits(data);
}
before that I unlock the BitmapData....
I have not able to save a bmp image that containing the depth data.....
Thanks in advance

Improving Image compositing Algorithm c# .NET

I was wondering if anyone could shed some light on improvements I can do in making this compositing algorithm faster. What is does is takes 3 images splits them up to get the 1st Images Red Channel, 2nd Images Green channel and the 3rd Images Blue channel and composites them together into 1 new image. Now it works but at an excruciatingly slow pace. The reason i think down to the pixel by pixel processing it has to do on all image components.
The process is to :
For all images:
Extract respective R G and B values -> composite into 1 image -> Save new Image.
foreach (Image[] QRE2ImgComp in QRE2IMGArray)
{
Globals.updProgress = "Processing frames: " + k + " of " + QRE2IMGArray.Count + " frames done.";
QRMProgressUpd(EventArgs.Empty);
Image RedLayer = GetRedImage(QRE2ImgComp[0]);
QRE2ImgComp[0] = RedLayer;
Image GreenLayer = GetGreenImage(QRE2ImgComp[1]);
QRE2ImgComp[1] = GreenLayer;
Image BlueLayer = GetBlueImage(QRE2ImgComp[2]);
QRE2ImgComp[2] = BlueLayer;
Bitmap composite = new Bitmap(QRE2ImgComp[0].Height, QRE2ImgComp[0].Width);
Color Rlayer,Glayer,Blayer;
byte R, G, B;
for (int y = 0; y < composite.Height; y++)
{
for (int x = 0; x < composite.Width; x++)
{
//pixelColorAlpha = composite.GetPixel(x, y);
Bitmap Rcomp = new Bitmap(QRE2ImgComp[0]);
Bitmap Gcomp = new Bitmap(QRE2ImgComp[1]);
Bitmap Bcomp = new Bitmap(QRE2ImgComp[2]);
Rlayer = Rcomp.GetPixel(x, y);
Glayer = Gcomp.GetPixel(x, y);
Blayer = Bcomp.GetPixel(x, y);
R = (byte)(Rlayer.R);
G = (byte)(Glayer.G);
B = (byte)(Blayer.B);
composite.SetPixel(x, y, Color.FromArgb((int)R, (int)G, (int)B));
}
}
Globals.updProgress = "Saving frame...";
QRMProgressUpd(EventArgs.Empty);
Image tosave = composite;
Globals.QRFrame = tosave;
tosave.Save("C:\\QRItest\\E" + k + ".png", ImageFormat.Png);
k++;
}
For reference here is the red channel filter method relatively the same for blue and green:
public Image GetRedImage(Image sourceImage)
{
Bitmap bmp = new Bitmap(sourceImage);
Bitmap redBmp = new Bitmap(sourceImage.Width, sourceImage.Height);
for (int x = 0; x < bmp.Width; x++)
{
for (int y = 0; y < bmp.Height; y++)
{
Color pxl = bmp.GetPixel(x, y);
Color redPxl = Color.FromArgb((int)pxl.R, 0, 0);
redBmp.SetPixel(x, y, redPxl);
}
}
Image tout = (Image)redBmp;
return tout;
}
Move these
Bitmap Rcomp = new Bitmap(QRE2ImgComp[0]);
Bitmap Gcomp = new Bitmap(QRE2ImgComp[1]);
Bitmap Bcomp = new Bitmap(QRE2ImgComp[2]);
outside the for-loops!
Other very important points:
avoid using GetPixel - it is VERY SLOW!
Checkout LockBits etc. - this is how pixel-level access is usually done in .NET
Consider using a 3rd-party library (free or commercial)... several have some optimized method built-in to do what you are trying to achieve...
I totally agree with the points Yahia listed in his answer to improve performance. I'd like to add one more point regarding performance. You could use the Parallel class of the .Net Framework to parallelize the execution of your for loops. The following example makes use of the LockBits method and the Parallel class to improve performance (assuming 32 bits per pixel (PixelFormat.Format32bppArgb)):
public unsafe static Bitmap GetBlueImagePerf(Image sourceImage)
{
int width = sourceImage.Width;
int height = sourceImage.Height;
Bitmap bmp = new Bitmap(sourceImage);
Bitmap redBmp = new Bitmap(width, height, bmp.PixelFormat);
BitmapData bd = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppRgb);
BitmapData bd2 = redBmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppRgb);
byte* source = (byte*)bd.Scan0.ToPointer();
byte* target = (byte*)bd2.Scan0.ToPointer();
int stride = bd.Stride;
Parallel.For(0, height, (y1) =>
{
byte* s = source + (y1 * stride);
byte* t = target + (y1 * stride);
for (int x = 0; x < width; x++)
{
// use t[1], s[1] to access green channel
// use t[2], s[2] to access red channel
t[0] = s[0];
t += 4; // Add bytes per pixel to current position.
s += 4; // For other pixel formats this value is different.
}
});
bmp.UnlockBits(bd);
redBmp.UnlockBits(bd2);
return redBmp;
}
public unsafe static void DoImageConversion()
{
Bitmap RedLayer = GetRedImagePerf(Image.FromFile("image_path1"));
Bitmap GreenLayer = GetGreenImagePerf(Image.FromFile("image_path2"));
Bitmap BlueLayer = GetBlueImagePerf(Image.FromFile("image_path3"));
Bitmap composite =
new Bitmap(RedLayer.Width, RedLayer.Height, RedLayer.PixelFormat);
BitmapData bd = composite.LockBits(new Rectangle(0, 0, RedLayer.Width, RedLayer.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
byte* comp = (byte*)bd.Scan0.ToPointer();
BitmapData bdRed = RedLayer.LockBits(new Rectangle(0, 0, RedLayer.Width, RedLayer.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
BitmapData bdGreen = GreenLayer.LockBits(new Rectangle(0, 0, RedLayer.Width, RedLayer.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
BitmapData bdBlue = BlueLayer.LockBits(new Rectangle(0, 0, RedLayer.Width, RedLayer.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte* red = (byte*)bdRed.Scan0.ToPointer();
byte* green = (byte*)bdGreen.Scan0.ToPointer();
byte* blue = (byte*)bdBlue.Scan0.ToPointer();
int stride = bdRed.Stride;
Parallel.For(0, bdRed.Height, (y1) =>
{
byte* r = red + (y1 * stride);
byte* g = green + (y1 * stride);
byte* b = blue + (y1 * stride);
byte* c = comp + (y1 * stride);
for (int x = 0; x < bdRed.Width; x++)
{
c[0] = b[0];
c[1] = g[1];
c[2] = r[2];
r += 4; // Add bytes per pixel to current position.
g += 4; // For other pixel formats this value is different.
b += 4; // Use Image.GetPixelFormatSize to get number of bits per pixel
c += 4;
}
});
composite.Save("save_image_path", ImageFormat.Jpeg);
}
Hope, this answer gives you a starting point for improving your code.

unsafe image noise removal in c# (error : Bitmap region is already locked)

public unsafe Bitmap MedianFilter(Bitmap Img)
{
int Size =2;
List<byte> R = new List<byte>();
List<byte> G = new List<byte>();
List<byte> B = new List<byte>();
int ApetureMin = -(Size / 2);
int ApetureMax = (Size / 2);
BitmapData imageData = Img.LockBits(new Rectangle(0, 0, Img.Width, Img.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppRgb);
byte* start = (byte*)imageData.Scan0.ToPointer ();
for (int x = 0; x < imageData.Width; x++)
{
for (int y = 0; y < imageData.Height; y++)
{
for (int x1 = ApetureMin; x1 < ApetureMax; x1++)
{
int valx = x + x1;
if (valx >= 0 && valx < imageData.Width)
{
for (int y1 = ApetureMin; y1 < ApetureMax; y1++)
{
int valy = y + y1;
if (valy >= 0 && valy < imageData.Height)
{
Color tempColor = Img.GetPixel(valx, valy);// error come from here
R.Add(tempColor.R);
G.Add(tempColor.G);
B.Add(tempColor.B);
}
}
}
}
}
}
R.Sort();
G.Sort();
B.Sort();
Img.UnlockBits(imageData);
return Img;
}
I tried to do this. but i got an error call "Bitmap region is already locked" can anyone help how to solve this. (error position is highlighted)
GetPixel is the slooow way to access the image and doesn't work (as you noticed) anymore if someone else starts messing with the image buffer directly. Why would you want to do that?
Check Using the LockBits method to access image data for some good insight into fast image manipulation.
In this case, use something like this instead:
int pixelSize = 4 /* Check below or the site I linked to and make sure this is correct */
byte* color =(byte *)imageData .Scan0+(y*imageData .Stride) + x * pixelSize;
Note that this gives you the first byte for that pixel. Depending on the color format you are looking at (ARGB? RGB? ..) you need to access the following bytes as well. Seems to suite your usecase anyway, since you just care about byte values, not the Color value.
So, after having some spare minutes, this is what I'd came up with (please take your time to understand and check it, I just made sure it compiles):
public void SomeStuff(Bitmap image)
{
var imageWidth = image.Width;
var imageHeight = image.Height;
var imageData = image.LockBits(new Rectangle(0, 0, imageWidth, imageHeight), ImageLockMode.ReadOnly, PixelFormat.Format32bppRgb);
var imageByteCount = imageData.Stride*imageData.Height;
var imageBuffer = new byte[imageByteCount];
Marshal.Copy(imageData.Scan0, imageBuffer, 0, imageByteCount);
for (int x = 0; x < imageWidth; x++)
{
for (int y = 0; y < imageHeight; y++)
{
var pixelColor = GetPixel(imageBuffer, imageData.Stride, x, y);
// Do your stuff
}
}
}
private static Color GetPixel(byte[] imageBuffer, int imageStride, int x, int y)
{
int pixelBase = y*imageStride + x*3;
byte blue = imageBuffer[pixelBase];
byte green = imageBuffer[pixelBase + 1];
byte red = imageBuffer[pixelBase + 2];
return Color.FromArgb(red, green, blue);
}
This
Relies on the PixelFormat you used in your sample (regarding both the pixelsize/bytes per pixel and the order of the values). If you change the PixelFormat this will break.
Doesn't need the unsafe keyword. I doubt that it makes a lot of difference, but you are free to use the pointer based access instead, the method would be the same.

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