c# get rectangle bounds from image - c#

lets say i have a image
i would like to find the black rectangle bounds(right,left,width,height) in the image(lets say there's no other black pixels in this image).
my code so far is:
private unsafe Bitmap GetDiffBitmap(Bitmap bmp)
{
bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int nWidth = bmp.Width;
int nHeight = bmp.Height;
for(int y = 0; y < nHeight; y++)
{
//define the pointers inside the first loop for parallelizing
byte* p = (byte*)scan0.ToPointer();
p += y * stride;
for (int x = 0; x < nWidth; x++)
{
//always get the complete pixel when differences are found
if(p[0]==0 && p[1]==0 && p[2]==0)
{
// p[0] = 255;
// p[1] = 255;
// p[2] =255;
right = nWidth;//geting the position of the lastest black pixel;
}
p += 4;
}
}
bmp.UnlockBits(bmData);
return bmp;
}
its seems like my nwidth is also as the image width-so its not working.. i got acces to these pixels and i can change them but i dont know why i can count them and find a proper bounds of the black rectangle... if anyone could help me i would really apperciate it,

There are a few issues with this kind of image analysis:
1 replace
if(p[0]==0 && p[1]==0 && p[2]==0)
{
right = nWidth;//geting the position of the lastest black pixel;
}
with
if(p[0]==0 && p[1]==0 && p[2]==0)
{
right = x; //geting the position of the lastest black pixel;
}
Your x-iteration variable already counts which pixel you are on.
2 The code you provided only works for 32bpp pixel formats. If this is on purpose you should check if the bitmap you are analysing is in a compatible format.
3 With most compressed image formats you often won't get an exactly 0 on all 3 color channels for black, you should do a "less than something dark" check instead of a zero.

Related

Replace colored pixels of bitmap image from another image

I have a performance problem.
For a insole model configurator, we have a piece to upload and many material images to fusion with the piece image.
I should replace every white pixel on the piece image by the corresponding pixel on the material image.
As the material image is not a mono color, I cant replace simply all white by another mono color.
Image sizes are the same. So I simply take a pixel if the color is not transparent from the piece image and with the same X and Z coordinates on the material images, I take a pixel and I set the pixel of the piece image.
But as there are many materials, it takes 5 minutes today.
Is there a mor optimised way to do this ?
Here is my method :
//For every material image, calls the fusion method below.
foreach (string material in System.IO.Directory.GetFiles(materialsPath))
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), material);
}
private static void FusionWhiteImagesWithMaterials(string whiteImageFolder, string file, string materialImageFile)
{
if (file.ToLower().EndsWith(".db") || materialImageFile.ToLower().EndsWith(".db"))
return;
List<CustomPixel> lstColoredPixels = new List<CustomPixel>();
try
{
Bitmap image = new Bitmap(file);
for (int y = 0; y < image.Height; ++y)
{
for (int x = 0; x < image.Width; ++x)
{
if (image.GetPixel(x, y).A > 0)
{
lstColoredPixels.Add(new CustomPixel(x, y));
}
}
}
Bitmap bmpTemp = new Bitmap(materialImageFile);
Bitmap target = new Bitmap(bmpTemp, new Size(image.Size.Width, image.Size.Height));
for (int y = 0; y < target.Height; y++)
{
for (int x = 0; x < target.Width; x++)
{
Color clr = image.GetPixel(x, y);
if (clr.A > 0)
{
if (clr.R > 200 && clr.G > 200 && clr.B > 200)
image.SetPixel(x, y, target.GetPixel(x, y));
else
image.SetPixel(x, y, Color.Gray);
}
}
}
...
image.Save(...);
}
catch (Exception ex)
{
}
}
//I reduced image sizes to keep on the screen. Real image sizes are 500x1240 px.
Replacing the white is one possibility, but it's not a very pretty one. Based on the images you have there, the ideal solution for this is to get the pattern with the correct alpha applied, and then paint the visible black lines over it. This is actually a process with some more steps:
Extract the alpha from the foot shape image
Extract the black lines from the foot shape image
Apply the alpha to the pattern image
Paint the black lines over the alpha-adjusted pattern image
The way I'd approach this is to extract the data of both images as ARGB byte arrays, meaning, each pixel is four bytes, in the order B, G, R, A. Then, for each pixel, we simply copy the alpha byte from the foot shape image into the alpha byte of the pattern image, so you end up with the pattern image, with the transparency of the foot shape applied to it.
Now, in a new byte array of the same size, which starts with pure 00 bytes (meaning, since A,R,G and B are all zero, transparent black), we construct the black line. Pixels can be considered "black" if they're both not white, and visible. So the ideal result, including smooth fades, is to adjust the alpha of this new image to the minimum value of the alpha and the inverse of the brightness. Since it's grayscale, any of the R, G, B will do for brightness. To get the inverse as byte value, we just take (255 - brightness).
Note, if you need to apply this to a load of images, you probably want to extract the bytes, dimensions and stride of the foot pattern image only once in advance, and keep them in variables to give to the alpha-replacing process. In fact, since the black lines image won't change either, a preprocessing step to generate that should speed things up even more.
public static void BakeImages(String whiteFilePath, String materialsFolder, String resultFolder)
{
Int32 width;
Int32 height;
Int32 stride;
// extract bytes of shape & alpha image
Byte[] shapeImageBytes;
using (Bitmap shapeImage = new Bitmap(whiteFilePath))
{
width = shapeImage.Width;
height = shapeImage.Height;
// extract bytes of shape & alpha image
shapeImageBytes = GetImageData(shapeImage, out stride, PixelFormat.Format32bppArgb);
}
using (Bitmap blackImage = ExtractBlackImage(shapeImageBytes, width, height, stride))
{
//For every material image, calls the fusion method below.
foreach (String materialImagePath in Directory.GetFiles(materialsFolder))
{
using (Bitmap patternImage = new Bitmap(materialImagePath))
using (Bitmap result = ApplyAlphaToImage(shapeImageBytes, width, height, stride, patternImage))
{
if (result == null)
continue;
// paint black lines image onto alpha-adjusted pattern image.
using (Graphics g = Graphics.FromImage(result))
g.DrawImage(blackImage, 0, 0);
result.Save(Path.Combine(resultFolder, Path.GetFileNameWithoutExtension(materialImagePath) + ".png"), ImageFormat.Png);
}
}
}
}
The black lines image:
public static Bitmap ExtractBlackImage(Byte[] shapeImageBytes, Int32 width, Int32 height, Int32 stride)
{
// Create black lines image.
Byte[] imageBytesBlack = new Byte[shapeImageBytes.Length];
// Line start offset is set to 3 to immediately get the alpha component.
Int32 lineOffsImg = 3;
for (Int32 y = 0; y < height; y++)
{
Int32 curOffs = lineOffsImg;
for (Int32 x = 0; x < width; x++)
{
// copy either alpha or inverted brightness (whichever is lowest)
// from the shape image onto black lines image as alpha, effectively
// only retaining the visible black lines from the shape image.
// I use curOffs - 1 (red) because it's the simplest operation.
Byte alpha = shapeImageBytes[curOffs];
Byte invBri = (Byte) (255 - shapeImageBytes[curOffs - 1]);
imageBytesBlack[curOffs] = Math.Min(alpha, invBri);
// Adjust offset to next pixel.
curOffs += 4;
}
// Adjust line offset to next line.
lineOffsImg += stride;
}
// Make the black lines images out of the byte array.
return BuildImage(imageBytesBlack, width, height, stride, PixelFormat.Format32bppArgb);
}
The processing to apply the foot image's transparency to the pattern image:
public static Bitmap ApplyAlphaToImage(Byte[] alphaImageBytes, Int32 width, Int32 height, Int32 stride, Bitmap texture)
{
Byte[] imageBytesPattern;
if (texture.Width != width || texture.Height != height)
return null;
// extract bytes of pattern image. Stride should be the same.
Int32 patternStride;
imageBytesPattern = ImageUtils.GetImageData(texture, out patternStride, PixelFormat.Format32bppArgb);
if (patternStride != stride)
return null;
// Line start offset is set to 3 to immediately get the alpha component.
Int32 lineOffsImg = 3;
for (Int32 y = 0; y < height; y++)
{
Int32 curOffs = lineOffsImg;
for (Int32 x = 0; x < width; x++)
{
// copy alpha from shape image onto pattern image.
imageBytesPattern[curOffs] = alphaImageBytes[curOffs];
// Adjust offset to next pixel.
curOffs += 4;
}
// Adjust line offset to next line.
lineOffsImg += stride;
}
// Make a image out of the byte array, and return it.
return BuildImage(imageBytesPattern, width, height, stride, PixelFormat.Format32bppArgb);
}
The helper function to extract the bytes from an image:
public static Byte[] GetImageData(Bitmap sourceImage, out Int32 stride, PixelFormat desiredPixelFormat)
{
Int32 width = sourceImage.Width;
Int32 height = sourceImage.Height;
BitmapData sourceData = sourceImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, desiredPixelFormat);
stride = sourceData.Stride;
Byte[] data = new Byte[stride * height];
Marshal.Copy(sourceData.Scan0, data, 0, data.Length);
sourceImage.UnlockBits(sourceData);
return data;
}
The helper function to make a new image from a byte array:
public static Bitmap BuildImage(Byte[] sourceData, Int32 width, Int32 height, Int32 stride, PixelFormat pixelFormat)
{
Bitmap newImage = new Bitmap(width, height, pixelFormat);
BitmapData targetData = newImage.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, newImage.PixelFormat);
// Get actual data width.
Int32 newDataWidth = ((Image.GetPixelFormatSize(pixelFormat) * width) + 7) / 8;
Int32 targetStride = targetData.Stride;
Int64 scan0 = targetData.Scan0.ToInt64();
// Copy per line, copying only data and ignoring any possible padding.
for (Int32 y = 0; y < height; ++y)
Marshal.Copy(sourceData, y * stride, new IntPtr(scan0 + y * targetStride), newDataWidth);
newImage.UnlockBits(targetData);
return newImage;
}
The result in my test tool:
As you see, the black lines are preserved on top of the pattern.
GetPixel/SetPixel are notoriously slow due to locking and other overhead accessing the pixels. To improve performance you will need to use some unmanaged coding to access the data directly.
This answer should shows an example on how to improve speed when working with bitmaps.
Here is some (untested!) code adapted from that anwer:
public static unsafe Image MergeBitmaps(Bitmap mask, Bitmap background)
{
Debug.Assert(mask.PixelFormat == PixelFormat.Format32bppArgb);
BitmapData maskData = mask.LockBits(new Rectangle(0, 0, mask.Width, mask.Height),
ImageLockMode.ReadWrite, mask.PixelFormat);
BitmapData backgroundData = background.LockBits(new Rectangle(0, 0, background.Width, background.Height),
ImageLockMode.ReadWrite, background.PixelFormat);
try
{
byte bytesPerPixel = 4;
/*This time we convert the IntPtr to a ptr*/
byte* maskScan0 = (byte*)maskData.Scan0.ToPointer();
byte* backgroundScan0 = (byte*)backgroundData.Scan0.ToPointer();
for (int i = 0; i < maskData.Height; ++i)
{
for (int j = 0; j < maskData.Width; ++j)
{
byte* maskPtr = maskScan0 + i * maskData.Stride + j * bytesPerPixel;
byte* backPtr = backgroundScan0 + i * backgroundData.Stride + j * bytesPerPixel;
//maskPtr is a pointer to the first byte of the 4-byte color data
//maskPtr[0] = blueComponent;
//maskPtr[1] = greenComponent;
//maskPtr[2] = redComponent;
//maskPtr[3] = alphaComponent;
if (maskPtr[3] > 0 )
{
if (maskPtr[2] > 200 &&
maskPtr[1] > 200 &&
maskPtr[0] > 200)
{
maskPtr[3] = 255;
maskPtr[2] = backPtr[2];
maskPtr[1] = backPtr[1];
maskPtr[0] = backPtr[0];
}
else
{
maskPtr[3] = 255;
maskPtr[2] = 128;
maskPtr[1] = 128;
maskPtr[0] = 128;
}
}
}
}
return mask;
}
finally
{
mask.UnlockBits(maskData);
background.UnlockBits(backgroundData);
}
}
}
I found this solution, it is much more faster.
But it uses too much resources.
Parallel programing in C# came to my help :
//I called my method in a parallel foreach
Parallel.ForEach(System.IO.Directory.GetFiles(materialsPath), filling =>
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), filling);
});
//Instead of a classic foreach loop like this.
foreach (string material in System.IO.Directory.GetFiles(materialsPath))
{
var result = FillWhiteImages(whiteImagesFolder, whiteImagesFolder + "\\" + System.IO.Path.GetFileName(whiteFilePath), material);
}

Why AccessViolationException occurs when accessing pixels in WriteableBitmap Image?

I have a video stream from a camera to an Image in a WPF. I am trying to access the WritableBitMap Image pixel by pixel before displaying it. As a test I am trying to set the whole image to white or black. In both cases however, I get the AccessViolationException error.
I checked other posts and it seems that this error is very wide and not specific to my case. I can't seem to know why I am not getting this working.
So what is the best way to play with the pixels in my case? or why this is not working? Any help is appreciated
private async void UpdateMasterCameraPreview(IdsFrame frame)
{
if (masterImage != null)
frame.Image.CopyTo(masterImage);
else
masterImage = frame.Image.ToWriteableBitmap();
//BitmapImage temp = ConvertWriteableBitmapToBitmapImage(masterImage);
WriteableBitmap temp = masterImage;
// Here I get the exception, on every pixel access
for (int y = 0; y < temp.PixelHeight; y++)
for (int x = 0; x < temp.PixelWidth; x++)
temp.SetPixel(x, y, 255);
masterImage = temp;
masterImage.Lock();
masterImage.AddDirtyRect(new Int32Rect(0, 0, masterImage.PixelWidth, masterImage.PixelHeight));
masterImage.Unlock();
if (OnMasterFrameCaptured != null)
OnMasterFrameCaptured(this, new CameraFrameCapturedArgs(CameraType.Master, masterImage));
}
You have swapped X and Y, i represents height, j represents width, then you shouldcall SetPixel like:
temp.SetPixel(j, i, 255);
On cases like this is better to use meaningful names for variables, like X and Y.
I ended up using the answer of this post. I now can edit raw pixel data of any WriteableBitmap image before sending it to image control in WPF. Below is what I exactly used but here I just convert every frame to some transparency under a condition:
public void ConvertImage(ref WriteableBitmap Wbmp)
{
int width = Wbmp.PixelWidth;
int height = Wbmp.PixelHeight;
int stride = Wbmp.BackBufferStride;
int bytesPerPixel = (Wbmp.Format.BitsPerPixel + 7) / 8;
unsafe
{
byte* pImgData = (byte*)Wbmp.BackBuffer;
// set alpha to transparent for any pixel with red < 0x88 and invert others
int cRowStart = 0;
int cColStart = 0;
for (int row = 0; row < height; row++)
{
cColStart = cRowStart;
for (int col = 0; col < width; col++)
{
byte* bPixel = pImgData + cColStart;
UInt32* iPixel = (UInt32*)bPixel;
if (bPixel[2 /* bgRa */] < 0x44)
{
// set to 50% transparent
bPixel[3 /* bgrA */] = 0x7f;
}
else
{
// invert but maintain alpha
*iPixel = *iPixel ^ 0x00ffffff;
}
cColStart += bytesPerPixel;
}
cRowStart += stride;
}
}
}
And the routine of using it is like this:
masterImage.Lock();
ConvertImage(ref masterImage);
masterImage.AddDirtyRect(new Int32Rect(0, 0, masterImage.PixelWidth, masterImage.PixelHeight));
masterImage.Unlock();

C# cut rectangle blocks from image

I develop a screen sharing app and i would like to make it as efficient as posibble so im trying to send only the differences between the screen shots.
So, suppose we have this image for example:its a 32bpprgba image with transpert parts around.
I would like to store each one of the blocks here as a rectangle in a List and get them bounds. It may sounds very complex but actually it just requires a little logic.
This is my code so far:
private unsafe List<Rectangle> CodeImage(Bitmap bmp)
{
List<Rectangle> rec = new List<Rectangle>();
Bitmap bmpRes = new Bitmap(bmp.Width, bmp.Height);
BitmapData bmData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
IntPtr scan0 = bmData.Scan0;
int stride = bmData.Stride;
int nWidth = bmp.Width;
int nHeight = bmp.Height;
int minX = int.MaxValue; ;
int minY = int.MaxValue;
int maxX = 0;
bool found = false;
for (int y = 0; y < bmp.Height; y++)
{
byte* p = (byte*)scan0.ToPointer();
p += y * stride;
for (int x = 0; x < bmp.Width; x++)
{
if (p[3] != 0) //Check if pixel is not transparent;
{
found = true;
if (x < minX)
minX = x;
if (x > maxX)
maxX = x;
if (y < minY)
minY = y;
}
else
{
if (found)
{
int height = getBlockHeight(stride, scan0, maxX, minY);
found = false;
Rectangle temp = new Rectangle(minX, minY, maxX - minX, height);
rec.Add(temp);
y += minY;
break;
}
}
p += 4;//add to the pointer 4 bytes;
}
}
return rec;
}
as you see im trying to scan the image using the height and width, and when i found a pixel i send it to GetBlockHeight function to get it's height:
public unsafe int getBlockHeight(int stride, IntPtr scan, int x, int y1)
{
int height = 0; ;
for (int y = y1; y < 1080; y++)
{
byte* p = (byte*)scan.ToPointer();
p += (y * stride) + (x * 4);
if (p[3] != 0) //Check if pixel is not transparent;
{
height++;
}
}
return height;
}
But im just not getting the result... i think there's somthing with the logic here... can anyone light my eyes? i know it requires a bit time and thinking but i would very very appreciate anyone who could help a little.
In your current algorithm, after successfully matching a rectangle, you increase y with its height and break out of the inner loop. This means you can only detect data for one rectangle per horizontal line.
If I were you I'd think about the following things, before jumping back into the code:
Save the complete image as a PNG file, and look at its size. Is further processing really required?
Are these rectangles accurate? Will there be scenario's in which you would be constantly sending the contents of the entire screen anyway?
If you're developing for Windows, you might be able to hook into the procedure that invalidates areas on the screen, in which case you wouldn't have to determine these rectangles yourself. I don't know about other OSes
Also I personally wouldn't try to solve the rectangle-detection algorithm in a "nesty" for-loop, but go with something like this:
public void FindRectangles(Bitmap bitmap, Rectangle searchArea, List<Rectangle> results)
{
// Find the first non-transparent pixel within the search area.
// Ensure that it is the pixel with the lowest y-value possible
Point p;
if (!TryFindFirstNonTransparent(bitmap, searchArea, out p))
{
// No non-transparent pixels in this area
return;
}
// Find its rectangle within the area
Rectangle r = GetRectangle(bitmap, p, searchArea);
results.Add(r);
// No need to search above the rectangle we just found
Rectangle left = new Rectangle(searchArea.Left, r.Top, r.Left - searchArea.Left, searchArea.Bottom - r.Top);
Rectangle right = new Rectangle(r.Right, r.Top, searchArea.Right - r.Right, searchArea.Bottom - r.Top);
Rectangle bottom = new Rectangle(r.Left, r.Bottom, r.Width, searchArea.Bottom - r.Bottom);
FindRectangles(bitmap, left, results);
FindRectangles(bitmap, right, results);
FindRectangles(bitmap, bottom, results);
}
public Rectangle GetRectangle(Bitmap bitmap, Point p, Rectangle searchArea)
{
int right = searchArea.Right;
for (int x = p.X; x < searchArea.Right; x++)
{
if (IsTransparent(x, p.Y))
{
right = x - 1;
break;
}
}
int bottom = searchArea.Bottom;
for (int y = p.Y; y < searchArea.Bottom; y++)
{
if (IsTransparent(p.X, y))
{
bottom = y - 1;
break;
}
}
return new Rectangle(p.X, p.Y, right - p.X, bottom - p.Y);
}
This approach, when fully implemented, should give you a list of rectangles (although it will occasionally split a rectangle in two).
(Of course instead of providing the bitmap, you'd pass the pointer to the pixel data with some metadata instead)

Programmatically replace transparent regions in an image with white fill?

I've got a PNG image that I'm operating on via the System.Drawing API in .NET. It has large transparent regions, and I would like to replace the transparent regions with white fill--so that there are no transparent regions in the image. Easy enough in an image editing program... but so far I've had no success doing this in C#.
Can someone give me some pointers?
I'm not sure how to detect transparent pixel. I know if the Alpha is 0 it's completly transparent and if it's 255 it's opaque. I'm not sure if you should check for Alpha == 0 or Alpha != 255 ; if you can try it and give me a feedback that would be helpful.
From MSDN
The alpha component specifies the
transparency of the color: 0 is fully
transparent, and 255 is fully opaque.
Likewise, an A value of 255 represents
an opaque color. An A value from 1
through 254 represents a
semitransparent color. The color
becomes more opaque as A approaches
255.
void Foo(Bitmap image)
{
for (int y = 0; y < image.Height; ++y)
{
for (int x = 0; x < image.Width; ++x)
{
// not very sure about the condition.
if (image.GetPixel(x, y).A != 255)
{
image.SetPixel(x,y,Color.White);
}
}
}
}
My example:
public void FillPngWhite(Bitmap bmp)
{
if (bmp.PixelFormat != PixelFormat.Format32bppArgb)
throw new ApplicationException("Not supported PNG image!");
// Lock the bitmap's bits.
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bmpData = bmp.LockBits(rect, ImageLockMode.ReadWrite, bmp.PixelFormat);
// Get the address of the first line.
IntPtr ptr = bmpData.Scan0;
// Declare an array to hold the bytes of the bitmap.
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbaValues = new byte[bytes];
// Copy the RGB values into the array.
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbaValues, 0, bytes);
// array consists of values RGBARGBARGBA
for (int counter = 0; counter < rgbaValues.Length; counter += 4)
{
double t = rgbaValues[counter + 3]/255.0; // transparency of pixel between 0 .. 1 , easier to do math with this
double rt = 1 - t; // inverted value of transparency
// C = C * t + W * (1-t) // alpha transparency for your case C-color, W-white (255)
// same for each color
rgbaValues[counter] = (byte) (rgbaValues[counter]*t + 255*rt); // R color
rgbaValues[counter + 1] = (byte)(rgbaValues[counter + 1] * t + 255 * rt); // G color
rgbaValues[counter + 2] = (byte)(rgbaValues[counter + 2] * t + 255 * rt); // B color
rgbaValues[counter + 3] = 255; // A = 255 => no transparency
}
// Copy the RGB values back to the bitmap
System.Runtime.InteropServices.Marshal.Copy(rgbaValues, 0, ptr, bytes);
// Unlock the bits.
bmp.UnlockBits(bmpData);
}
This is different bacause:
I use LockBits instead GetPixel and SetPixel. It is much more faster, but little harder to understand. It's a little modified example from : MSDN
I'm taking real aplha value into consideration, as I said in the comment to your question. This will make black with 50% transparency (128) look like gray instead of black. Reason for this is by "replace alpha with white in graphics editor" I imagine creating new layer underneath you image filled with white and then flattening both layers together. This example will have same effect.
Once you have a handle to the bitmap object, just do something like:
Bitmap yourImage = HOWEVER YOU LOAD YOUR IMAGE;
int width = YOUR IMAGE WIDTH;
int height = YOUR IMAGE HEIGHT;
Color c;
Color white = new Color(255,255,255,255)
for(int w = 0; w < width; w++)
for(int h = 0; h < height; h++)
{
c = yourImage.GetPixel(w,h);
yourImage.SetPixel(w,h, ((((short)(c.A)) & 0x00FF) <= 0)? white:c); //replace 0 here with some higher tolerance if needed
}
This may be oversimplifying your problem, but if it's on a form or other readily available control, you could simply paint the background White before placing the Image on top.

region growing image segmentation

i make region growing algorithm for my project
this is my algorithm
(my picture have been greyscale before it)
1. get value pixel (0,0) for seed pixel
2. compare value seed pixel with one neighbor pixel
3. if value of no.3 less than treshold (T), go to next pixel and go to no.2
4. if value of no.3 more than treshold (T), change pixel to white(also for next 10 pixel), and get new seed value pixel.
my goal is my picture segmented with white line
this is my code
private void button4_Click(object sender, EventArgs e)
{
// GDI+ still lies to us - the return format is BGR, NOT RGB.
BitmapData bmData = RImage.LockBits(new Rectangle(0, 0, RImage.Width, RImage.Height), ImageLockMode.ReadWrite, PixelFormat.Format24bppRgb);
int stride = bmData.Stride;
System.IntPtr Scan0 = bmData.Scan0;
unsafe
{
byte* p = (byte*)(void*)Scan0;
int nOffset = stride - RImage.Width * 3;
for (int y = 0; y < RImage.Height; ++y)
{
for (int x = 0; x < RImage.Width; ++x)
{
//every new line of x must new seed
if (x == 0)
{
//getting new value seed pixel
seedR = p[x];
seedG = p[x+1];
seedB = p[x+2];
}
//compare value of seed pixel and pixel scan
if ((seedR - p[x] >= tred) || (p[x] - seedR >= tred))
{
//make white line with change value of pixel
for (int i=1; i <= 5; ++i)
{
p[x] = p[x + 1] = p[x + 2] = 0;
x++;
}
//getting new value of seed pixel
seedR = p[x];
seedG = p[x + 1];
seedB = p[x + 2];
}
p += 3;
}
p += nOffset;
}
}
RImage.UnlockBits(bmData);
}
my problem is my image become white in 1/3 of image
what must i doing for "region growing" ??
thx
I've left some questions about your algorithm in the comments, but as I was writing them I realized that what you're trying to do may not be image segmentation at all.
my goal is my picture segmented with white line
Do you mean you want something like this:
If yes, then what you're interested in isn't image segmentation, it's edge detection. If you want to implement something like that, then have a read about convolution as well.

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