How to compare 2 images and compare them - c#

I am making a video recorder, The app works by taking a lot of screenshots and putting them together into one video. Also, I am trying to make something like screen motion detection. I need the app to take screenshots only when a difference in the screen is detected. I was thinking about how to do that, and I believe I need to make it still take screenshots while comparing them to the previous one. Is there a way to do that?
The code:
//Record video:
public void RecordVideo()
{
//Keep track of time:
watch.Start();
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Save screenshot:
string name = tempPath + "//screenshot-" + fileCount + ".png";
bitmap.Save(name, ImageFormat.Png);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}

I have something that may be useful for you. The idea is save only the differences between the images and, with that, recreate later all images from starting image and saved changes.
To do this, you only need make a XOR operation in the image bytes. This method allow you get the difference (the array parameter) between two images:
protected void ApplyXor(Bitmap img1, Bitmap img2, byte[] array)
{
const ImageLockMode rw = ImageLockMode.ReadWrite;
const PixelFormat argb = PixelFormat.Format32bppArgb;
var locked1 = img1.LockBits(new Rectangle(0, 0, img1.Width, img1.Height), rw, argb);
var locked2 = img2.LockBits(new Rectangle(0, 0, img2.Width, img2.Height), rw, argb);
try
{
ApplyXor(locked2, locked1, array);
}
finally
{
img1.UnlockBits(locked1);
img2.UnlockBits(locked2);
}
}
With the previous img1 bitmap and the array returned, you can get the img2 with this method:
protected void ApplyXor(Bitmap img1, byte[] array, Bitmap img2)
{
const ImageLockMode rw = ImageLockMode.ReadWrite;
const PixelFormat argb = PixelFormat.Format32bppArgb;
var locked1 = img1.LockBits(new Rectangle(0, 0, img1.Width, img1.Height), rw, argb);
var locked2 = img2.LockBits(new Rectangle(0, 0, img2.Width, img2.Height), rw, argb);
try
{
ApplyXor(locked1, array, locked2);
}
finally
{
img1.UnlockBits(locked1);
img2.UnlockBits(locked2);
}
}
And here the other required methods:
private unsafe void ApplyXor(BitmapData img1, BitmapData img2, byte[] array)
{
byte* prev0 = (byte*)img1.Scan0.ToPointer();
byte* cur0 = (byte*)img2.Scan0.ToPointer();
int height = img1.Height;
int width = img1.Width;
int halfwidth = width / 2;
fixed (byte* target = array)
{
ulong* dst = (ulong*)target;
for (int y = 0; y < height; ++y)
{
ulong* prevRow = (ulong*)(prev0 + img1.Stride * y);
ulong* curRow = (ulong*)(cur0 + img2.Stride * y);
for (int x = 0; x < halfwidth; ++x)
{
if (curRow[x] != prevRow[x])
{
int a = 0;
}
*(dst++) = curRow[x] ^ prevRow[x];
}
}
}
}
private unsafe void ApplyXor(BitmapData img1, byte[] array, BitmapData img2)
{
byte* prev0 = (byte*)img1.Scan0.ToPointer();
byte* cur0 = (byte*)img2.Scan0.ToPointer();
int height = img1.Height;
int width = img1.Width;
int halfwidth = width / 2;
fixed (byte* target = array)
{
ulong* dst = (ulong*)target;
for (int y = 0; y < height; ++y)
{
ulong* prevRow = (ulong*)(prev0 + img1.Stride * y);
ulong* curRow = (ulong*)(cur0 + img2.Stride * y);
for (int x = 0; x < halfwidth; ++x)
{
curRow[x] = *(dst++) ^ prevRow[x];
}
}
}
}
NOTE: You must configure your project to allow unsafe.
With previous methods, you can do:
Save a img1 bitmap
Get img2 bitmap, do XOR and get the array (array2, for example)
With img3, get the XOR with img2 (array3, for example). Now, img2 isn't needed
With img4, get the XOR with img3 (array4). Now, img3 isn't needed
...
You have img1 and array2, array3, array4... and you can recreate all images:
Make XOR between img1 and array2 to get img2
Make XOR between img2 and array3 to get img3
...
If you need send video over TCP, you can send the images sending one image and the XOR arrays (the differences). Or better yet, compress the XOR arrays using K4os.Compression.LZ4.

Related

C# Creating PixelFormat.Format32bppArgb skewing image

I am trying to combine 3 grayscale bitmaps into one color bitmap. All three grayscale images are the same size (this is based off of data from the Hubble). My logic is:
Load "blue" image and convert to PixelFormat.Format24bppRgb. Based off of that create a new byte array that is 4 times as large as the blue data array length/3 (so it will be one byte for blue, one byte for green, one byte for red, one byte for alpha per pixel since my system is little endian). Populate the "blue" bytes of the array from the "blue" bytes of the blue image (and in this first loop set the alpha byte to 255). I then load the green and red bitmaps, convert them to PixelFormat.Format24bppRgb, and pull the g/r value and add it to the correct place in the data array. The final data array then has the bgra bytes set correctly from what I can tell.
When I have the data array populated, I have used it to:
Create a PixelFormats.Bgra32 BitmapSource then convert that to a Bitmap.
Create a PixelFormat.Format32bppArgb Bitmap using the Bitmap constructor (width, height, stride, PixelForma, IntPtr)
Create a PixelFormat.Format32bppArgb Bitmap using pointers
All three ways of creating a return bitmap result in the image being "skewed" (sorry, I don't know of a better word).
The actual output (of all three ways of generating the final bitmap) is: Actual output
The desired output is something like (this was done in photoshop so it is slightly different): Desired output
The three file names (_blueFileName, _greenFileName, _redFileName) are set in the constructor and I check to make sure the files exist before creating the class. I can post that code if anyone wants it.
Can anyone tell me what I am doing wrong? I am guessing that is is due to the stride or something like that?
Note: I can't post the links to the images I am using as input as I don't have 10 reputation points. Maybe I could send the links via email or something if someone wants them as well.
Here is my code (with some stuff commented out, the comments describe what happens if each commented out block is used instead):
public Bitmap Merge()
{
// Load original "blue" bitmap.
Bitmap tblueBitmap = (Bitmap)Image.FromFile(_blueFileName);
int width = tblueBitmap.Width;
int height = tblueBitmap.Height;
// Convert to 24 bpp rgb (which is bgr on little endian machines)
Bitmap blueBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(blueBitmap))
{
gr.DrawImage(tblueBitmap, 0, 0, width, height);
}
tblueBitmap.Dispose();
// Lock and copy to byte array.
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly,
blueBitmap.PixelFormat);
int numbBytes = blueData.Stride*blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
Marshal.Copy(blueData.Scan0, blueBytes, 0, numbBytes);
blueBitmap.UnlockBits(blueData);
blueData = null;
blueBitmap.Dispose();
int mult = 4;
byte[] data = new byte[(numbBytes/3)*mult];
int count = 0;
// Copy every third byte starting at 0 to the final data array (data).
for (int i = 0; i < data.Length / mult; i++)
{
// Check for overflow
if (blueBytes.Length <= count*3 + 2)
{
continue;
}
// First pass, set Alpha channel.
data[i * mult + 3] = 255;
// Set blue byte.
data[i*mult] = blueBytes[count*3];
count++;
}
// Cleanup.
blueBytes = null;
int generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tgreenBitmap = (Bitmap)Image.FromFile(_greenFileName);
Bitmap greenBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(greenBitmap))
{
gr.DrawImage(tgreenBitmap, 0, 0, width, height);
}
tgreenBitmap.Dispose();
BitmapData greenData = greenBitmap.LockBits(new Rectangle(0, 0, greenBitmap.Width, greenBitmap.Height), ImageLockMode.ReadOnly,
greenBitmap.PixelFormat);
numbBytes = greenData.Stride * greenBitmap.Height;
byte[] greenBytes = new byte[numbBytes];
Marshal.Copy(greenData.Scan0, greenBytes, 0, numbBytes);
greenBitmap.UnlockBits(greenData);
greenData = null;
greenBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (greenBytes.Length <= count * 3 + 1)
{
continue;
}
// Set green byte
data[i * mult + 1] = greenBytes[count * 3 + 1];
count++;
}
greenBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
Bitmap tredBitmap = (Bitmap)Image.FromFile(_redFileName);
Bitmap redBitmap = new Bitmap(width, height, PixelFormat.Format24bppRgb);
using (Graphics gr = Graphics.FromImage(redBitmap))
{
gr.DrawImage(tredBitmap, 0, 0, width, height);
}
tredBitmap.Dispose();
BitmapData redData = redBitmap.LockBits(new Rectangle(0, 0, redBitmap.Width, redBitmap.Height), ImageLockMode.ReadOnly,
redBitmap.PixelFormat);
numbBytes = redData.Stride * redBitmap.Height;
byte[] redBytes = new byte[numbBytes];
Marshal.Copy(redData.Scan0, redBytes, 0, numbBytes);
redBitmap.UnlockBits(redData);
redData = null;
redBitmap.Dispose();
count = 0;
for (int i = 0; i < data.Length / mult; i++)
{
if (redBytes.Length <= count * 3+2)
{
count++;
continue;
}
// set red byte
data[i * mult + 2] = redBytes[count * 3 + 2];
count++;
}
redBytes = null;
generation = GC.GetGeneration(this);
GC.Collect(generation);
int stride = (width*32 + 7)/8;
var bi = BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgra32, null, data, stride);
// uncomment out below to see what a bitmap source to bitmap does. So far, it is exactly the same as
// the uncommented out lines below.
// ---------------------------------------------------------------------------------------------------
//return BitmapImage2Bitmap(bi);
unsafe
{
fixed (byte* p = data)
{
IntPtr ptr = (IntPtr)p;
// Trying the commented out lines returns the same bitmap as the uncommented out lines.
// ------------------------------------------------------------------------------------
byte* p2 = (byte*)ptr;
Bitmap retBitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData fData = retBitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadWrite,
PixelFormat.Format32bppArgb);
unsafe
{
for (int i = 0; i < fData.Height; i++)
{
byte* imgPtr = (byte*)(fData.Scan0 + (fData.Stride * i));
for (int x = 0; x < fData.Width; x++)
{
for (int ii = 0; ii < 4; ii++)
{
*imgPtr++ = *p2++;
}
//*imgPtr++ = 255;
}
}
}
retBitmap.UnlockBits(fData);
//Bitmap retBitmap = new Bitmap(width, height, GetStride(width, PixelFormat.Format32bppArgb),
// PixelFormat.Format32bppArgb, ptr);
return retBitmap;
}
}
}
private Bitmap BitmapImage2Bitmap(BitmapSource bitmapSrc)
{
using (MemoryStream outStream = new MemoryStream())
{
BitmapEncoder enc = new BmpBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapSrc));
enc.Save(outStream);
Bitmap bitmap = new Bitmap(outStream);
return new Bitmap(bitmap);
}
}
private int GetStride(int width, PixelFormat pxFormat)
{
int bitsPerPixel = ((int)pxFormat >> 8) & 0xFF;
int validBitsPerLine = width * bitsPerPixel;
int stride = ((validBitsPerLine + 31) / 32) * 4;
return stride;
}
You are missing the gap between the lines. The Stride value is not the amount of data in a line, it's the distance between the start of one line to the next. There may be a gap at the end of each line to align the next line on an even address boundary.
The Stride value can even be negative, then the image is stored upside down in memory. To get the data without the gaps and to handle all cases you need to copy one line at a time:
BitmapData blueData = blueBitmap.LockBits(new Rectangle(0, 0, blueBitmap.Width, blueBitmap.Height), ImageLockMode.ReadOnly, blueBitmap.PixelFormat);
int lineBytes = blueBitmap.Width * 3;
int numbBytes = lineBytes * blueBitmap.Height;
byte[] blueBytes = new byte[numbBytes];
for (int y = 0; y < blueBitmap.Height; y++) {
Marshal.Copy(blueData.Scan0 + y * blueData.Stride, blueBytes, y * lineBytes, lineBytes);
}
blueBitmap.UnlockBits(blueData);
blueBitmap.Dispose();

How do i resize the Bitmap in this function?

All the time the size is 1920x1080 but i want it to be for example 10x10 so the process in the function will be faster. I dont mind the size of the bitmap or its quality i just want it to be faster.
In this function im creating an histogram of each Bitmap. The problem is that the FOR loops take very long.
public static long[] GetHistogram(Bitmap b)
{
long[] myHistogram = new long[256]; // histogram סופר כמה יש מכל גוון
BitmapData bmData = null;
//b = new Bitmap(100, 100);
//b.SetPixel(0,0,Color.FromArgb(10,30,40,50)); //run and make it come to here
try
{
ResizeBitmap(b, 10, 10);
//Lock it fixed with 32bpp
bmData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
int scanline = bmData.Stride;
System.IntPtr Scan0 = bmData.Scan0;
unsafe
{
byte* p = (byte*)(void*)Scan0;
int nWidth = b.Width;
int nHeight = b.Height;
for (int y = 0; y < nHeight; y++)
{
for (int x = 0; x < nWidth; x++)
{
long Temp = 0;
Temp += p[0]; // p[0] - blue, p[1] - green , p[2]-red
Temp += p[1];
Temp += p[2];
Temp = (int)Temp / 3;
myHistogram[Temp]++;
//we do not need to use any offset, we always can increment by pixelsize when
//locking in 32bppArgb - mode
p += 4;
}
}
}
b.UnlockBits(bmData);
}
catch
{
try
{
b.UnlockBits(bmData);
}
catch
{
}
}
return myHistogram; // to save to a file the histogram of all the bitmaps/frames each line contain 0 to 256 values of a frame.
}
So im calling this function: ResizeBitmap(b, 10, 10);
And try to resize each bitmap but after this line i see that the bitmap size is still 1920x1080
This is the ResizeBitmap function:
public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
{
Bitmap result = new Bitmap(nWidth, nHeight);
using (Graphics g = Graphics.FromImage((Image)result))
g.DrawImage(b, 0, 0, nWidth, nHeight);
return result;
}
Maybe there is another way to make the GetHistogram function to work faster ?
The method returns the new bitmap, so you should use the return value:
Bitmap newBitmap = ResizeBitmap(b, 10, 10);
b.Dispose();
b = newBitmap;
Side note: You are ignoring the stride of the image, which means that the pointer can go outside the image data. Consider that the stride is negative if the bitmap is stored upside down.

C# how to show image in picturebox

I'm trying to display dicom image using openDicom.net. What should i correct here?
openDicom.Image.PixelData obraz = new openDicom.Image.PixelData(file.DataSet);
// System.Drawing.Bitmap obrazek = (Bitmap)Bitmap.FromFile(element);
pictureBox1.Image = obraz;
pictureBox1.Show();
PixelData is not an image. PixelData is raw image information. In my experience, most DICOM files will be using jpeg2000 images. In order to convert them to something usable by a PictureBox, you'll need to convert it to an Image. For raw monochrome types, you can make it into a System.Drawing.Bitmap using the following conversion:
openDicom.Image.PixelData obraz = new openDicom.Image.PixelData(file.DataSet);
Bitmap img = new System.Drawing.Bitmap(obraz.Columns, obraz.Rows, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
int resampleval = (int)Math.Pow(2, (obraz.BitsAllocated - obraz.BitsStored));
int pxCount = 0;
int temp = 0;
try
{
unsafe
{
BitmapData bd = img.LockBits(new Rectangle(0, 0, obraz.Columns, obraz.Rows), ImageLockMode.WriteOnly, img.PixelFormat);
for (int r = 0; r < bd.Height; r++)
{
byte* row = (byte*)bd.Scan0 + (r * bd.Stride);
for (int c = 0; c < bd.Width; c++)
{
temp = PixelData16[pxCount] / resampleval;
while (temp > 255)
temp = temp / resampleval;
row[(c * 3)] = (byte)temp;
row[(c * 3) + 1] = (byte)temp;
row[(c * 3) + 2] = (byte)temp;
pxCount++;
}
}
img.UnlockBits(bd);
}
}
catch
{
img = new Bitmap(10, 10);
}
pictureBox1.Image = img;
pictureBox1.Show();
For other image types, you'll need to do a similar conversion with the appropriate values. This conversion is strictly for monochrome types, and only after they have been converted from jpeg2000 to jpeg. Performing this operation on a jpeg2000 image will give you exactly half of the image filled with static and the other half completely empty.

Reducing Bitmap bit-size in C#

I am using C#, and having an image stored in the object Bitmap.
Now I would like to convert this image into 8bit greyscale, then into a 4-bit greyscale image.
Do you have any tips how this can be made?
In the .NET Bitmap formats, there are no such thing as a 8 or 4 bit grayscale image. The supported formats are enumerated by the PixelFormat enumeration. You can, however, create a 4 or 8 bit image by creating a indexed image (8bppIndexed or 4bppIndexed), where each entry in the palette is a greyscale value.
This code takes a Bitmap and creates a copy as a 8bpp indexed image with greyscale values:
public static Bitmap BitmapToGrayscale(Bitmap source)
{
// Create target image.
int width = source.Width;
int height = source.Height;
Bitmap target = new Bitmap(width,height,PixelFormat.Format8bppIndexed);
// Set the palette to discrete shades of gray
ColorPalette palette = target.Palette;
for(int i = 0 ; i < palette.Entries.Length ; i++)
{
palette.Entries[i] = Color.FromArgb(0,i,i,i);
}
target.Palette = palette;
// Lock bits so we have direct access to bitmap data
BitmapData targetData = target.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadWrite, PixelFormat.Format8bppIndexed);
BitmapData sourceData = source.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
unsafe
{
for(int r = 0 ; r < height ; r++)
{
byte* pTarget = (byte*) (targetData.Scan0 + r*targetData.Stride);
byte* pSource = (byte*) (sourceData.Scan0 + r*sourceData.Stride);
for(int c = 0 ; c < width ; c++)
{
byte colorIndex = (byte) (((*pSource)*0.3 + *(pSource + 1)*0.59 + *(pSource + 2)*0.11));
*pTarget = colorIndex;
pTarget++;
pSource += 3;
}
}
}
target.UnlockBits(targetData);
source.UnlockBits(sourceData);
return target;
}
In order to make a 4Bpp image instead, you would need to create the target with PixelFormat.Format4bppIndexed, and then set the ColorPalette to 16 discrete shades of gray. Finally, in the loop you should normalize values 2 be between 0-15 and pack each 2 pixel values into a single byte.
This is the modified code to make a 4bpp greyscale image:
public static Bitmap BitmapToGrayscale4bpp(Bitmap source)
{
// Create target image.
int width = source.Width;
int height = source.Height;
Bitmap target = new Bitmap(width,height,PixelFormat.Format4bppIndexed);
// Set the palette to discrete shades of gray
ColorPalette palette = target.Palette;
for(int i = 0 ; i < palette.Entries.Length ; i++)
{
int cval = 17*i;
palette.Entries[i] = Color.FromArgb(0,cval,cval,cval);
}
target.Palette = palette;
// Lock bits so we have direct access to bitmap data
BitmapData targetData = target.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadWrite, PixelFormat.Format4bppIndexed);
BitmapData sourceData = source.LockBits(new Rectangle(0, 0, width,height),
ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
unsafe
{
for(int r = 0 ; r < height ; r++)
{
byte* pTarget = (byte*) (targetData.Scan0 + r*targetData.Stride);
byte* pSource = (byte*) (sourceData.Scan0 + r*sourceData.Stride);
byte prevValue = 0;
for(int c = 0 ; c < width ; c++)
{
byte colorIndex = (byte) ((((*pSource)*0.3 + *(pSource + 1)*0.59 + *(pSource + 2)*0.11)) / 16);
if (c % 2 == 0)
prevValue = colorIndex;
else
*(pTarget++) = (byte)(prevValue | colorIndex << 4);
pSource += 3;
}
}
}
target.UnlockBits(targetData);
source.UnlockBits(sourceData);
return target;
}

How can I speed up this histogram class?

This is supposed to calculate the histogram of an 8-bit grayscale image. With a 1024x770 test bitmap, CreateTime ends up at around 890ms. How can I make this go (way, way) faster?
EDIT: I should mention that this doesn't actually compute the histogram yet, it only gets the values out of the bitmap. So I really should have asked, what is the fastest way to retrieve all pixel values from an 8-bit grayscale image?
public class Histogram {
private static int[,] values;
public Histogram(Bitmap b) {
var sw = Stopwatch.StartNew();
values = new int[b.Width, b.Height];
for (int w = 0; w < b.Width; ++w) {
for (int h = 0; h < b.Height; ++h) {
values[w, h] = b.GetPixel(w, h).R;
}
}
sw.Stop();
CreateTime = (sw.ElapsedTicks /
(double)Stopwatch.Frequency) * 1000;
}
public double CreateTime { get; set; }
}
The basic histogram algorithm is something like:
int[] hist = new hist[256];
//at this point dont forget to initialize your vector with 0s.
for(int i = 0; i < height; ++i)
{
for(int j = 0 ; j < widthl ++j)
{
hist[ image[i,j] ]++;
}
}
The algorithm sums how many pixels with value 0 you have, how many with value=1 and so on.
The basic idea is to use the pixel value as the index to the position of the histogram where you will count.
I have one version of this algorithm written for C# using unmanaged code (which is fast) I dont know if is faster than your but feel free to take it and test, here is the code:
public void Histogram(double[] histogram, Rectangle roi)
{
BitmapData data = Util.SetImageToProcess(image, roi);
if (image.PixelFormat != PixelFormat.Format8bppIndexed)
return;
if (histogram.Length < Util.GrayLevels)
return;
histogram.Initialize();
int width = data.Width;
int height = data.Height;
int offset = data.Stride - width;
unsafe
{
byte* ptr = (byte*)data.Scan0;
for (int y = 0; y < height; ++y)
{
for (int x = 0; x < width; ++x, ++ptr)
histogram[ptr[0]]++;
ptr += offset;
}
}
image.UnlockBits(data);
}
static public BitmapData SetImageToProcess(Bitmap image, Rectangle roi)
{
if (image != null)
return image.LockBits(
roi,
ImageLockMode.ReadWrite,
image.PixelFormat);
return null;
}
I hope I could help you.
You'll want to use the Bitmap.LockBits method to access the pixel data. This is a good reference on the process. Essentially, you're going to need to use unsafe code to iterate over the bitmap data.
Here's a copy/pastable version of the function I've come up w/ based on on this thread.
The unsafe code expects the bitmap to be Format24bppRgb, and if it's not, it'll convert the bitmap to that format and operate on the cloned version.
Note that the call to image.Clone() will throw if you pass in a bitmap using an indexed pixel format, such as Format4bppIndexed.
Takes ~200ms to get a histogram from an image 9100x2048 on my dev machine.
private long[] GetHistogram(Bitmap image)
{
var histogram = new long[256];
bool imageWasCloned = false;
if (image.PixelFormat != PixelFormat.Format24bppRgb)
{
//the unsafe code expects Format24bppRgb, so convert the image...
image = image.Clone(new Rectangle(0, 0, image.Width, image.Height), PixelFormat.Format24bppRgb);
imageWasCloned = true;
}
BitmapData bmd = null;
try
{
bmd = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly,
PixelFormat.Format24bppRgb);
const int pixelSize = 3; //pixels are 3 bytes each w/ Format24bppRgb
//For info on locking the bitmap bits and finding the
//pixels using unsafe code, see http://www.bobpowell.net/lockingbits.htm
int height = bmd.Height;
int width = bmd.Width;
int rowPadding = bmd.Stride - (width * pixelSize);
unsafe
{
byte* pixelPtr = (byte*)bmd.Scan0;//starts on the first row
for (int y = 0; y < height; ++y)
{
for (int x = 0; x < width; ++x)
{
histogram[(pixelPtr[0] + pixelPtr[1] + pixelPtr[2]) / 3]++;
pixelPtr += pixelSize;//advance to next pixel in the row
}
pixelPtr += rowPadding;//advance ptr to the next pixel row by skipping the padding # the end of each row.
}
}
}
finally
{
if (bmd != null)
image.UnlockBits(bmd);
if (imageWasCloned)
image.Dispose();
}
return histogram;
}

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