I got some very large building drawings, sometimes 22466x3999 with a bit depth of 24, or even larger.
I need to be able to resize these to smaller versions, and to be able to cut out sections of the image to smaller images.
I have been using the following code to resize the images, which I found here:
public static void ResizeImage(string OriginalFile, string NewFile, int NewWidth, int MaxHeight, bool OnlyResizeIfWider)
{
System.Drawing.Image FullsizeImage = System.Drawing.Image.FromFile(OriginalFile);
if (OnlyResizeIfWider)
{
if (FullsizeImage.Width <= NewWidth)
{
NewWidth = FullsizeImage.Width;
}
}
int NewHeight = FullsizeImage.Height * NewWidth / FullsizeImage.Width;
if (NewHeight > MaxHeight)
{
NewWidth = FullsizeImage.Width * MaxHeight / FullsizeImage.Height;
NewHeight = MaxHeight;
}
System.Drawing.Image NewImage = FullsizeImage.GetThumbnailImage(NewWidth, NewHeight, null, IntPtr.Zero);
FullsizeImage.Dispose();
NewImage.Save(NewFile);
}
And this code to crop the images:
public static MemoryStream CropToStream(string path, int x, int y, int width, int height)
{
if (string.IsNullOrWhiteSpace(path)) return null;
Rectangle fromRectangle = new Rectangle(x, y, width, height);
using (Image image = Image.FromFile(path, true))
{
Bitmap target = new Bitmap(fromRectangle.Width, fromRectangle.Height);
using (Graphics g = Graphics.FromImage(target))
{
Rectangle croppedImageDimentions = new Rectangle(0, 0, target.Width, target.Height);
g.DrawImage(image, croppedImageDimentions, fromRectangle, GraphicsUnit.Pixel);
}
MemoryStream stream = new MemoryStream();
target.Save(stream, image.RawFormat);
stream.Position = 0;
return stream;
}
}
My problem is that i get a Sytem.OutOfMemoryException when I try to resize the image, and that's because I can't load the full image in to FullsizeImage.
So what I would like to know, how do I resize an image without loading the entire image into memory?
There are chances the OutOfMemoryException is not because of the size of the images, but because you don't dispose all the disposables classes correctly :
Bitmap target
MemoryStream stream
System.Drawing.Image NewImage
are not disposed as they should. You should add a using() statement around them.
If you really encounter this error with just one image, then you should consider switch your project to x64. A 22466x3999 picture means 225Mb in memory, I think it shouldn't be an issue for x86. (so try to dispose your objects first).
Last but not least, Magick.Net is very efficient about resizing / cropping large pictures.
You can also force .Net to read the image directly from disk and stop memory caching.
Use
sourceBitmap = (Bitmap)Image.FromStream(sourceFileStream, false, false);
Instead of
...System.Drawing.Image.FromFile(OriginalFile);
see https://stackoverflow.com/a/47424918/887092
Related
I've seen a ton of stackoverflow articles for reducing image size, but none of them maintain the original image type (or so I've found). They usually have steps to reduce pixel dimensions, reduce image quality, and convert to a specific type of image (usually jpeg).
I have a group of images that I need to resize. They have various image types, and the filenames are all stored in a database, which makes converting from one image type to another somewhat problematic. I can't just change the filename from png to jpg because then the database won't point at a real file.
Doe anyone have an example of how to resize / reduce images to '256 kilobytes' and maintain the original image type?
For examples, here is the code I'm currently fiddling with.
public static byte[] ResizeImageFile(Image oldImage, int targetSize) // Set targetSize to 1024
{
Size newSize = CalculateDimensions(oldImage.Size, targetSize);
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height, PixelFormat.Format24bppRgb))
{
using (Graphics canvas = Graphics.FromImage(newImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage(oldImage, new Rectangle(new Point(0, 0), newSize));
MemoryStream m = new MemoryStream();
newImage.Save(m, ImageFormat.Jpeg);
return m.GetBuffer();
}
}
}
Maybe there is a way I can get file fileinfo or mime type first and then switch on the .Save for the type of image?
Here is what I came up with (based on some examples that I found online that weren't 100% complete.
private void EnsureImageRequirements(string filePath)
{
try
{
if (File.Exists(filePath))
{
// If images are larger than 300 kilobytes
FileInfo fInfo = new FileInfo(filePath);
if (fInfo.Length > 300000)
{
Image oldImage = Image.FromFile(filePath);
ImageFormat originalFormat = oldImage.RawFormat;
// manipulate the image / Resize
Image tempImage = RefactorImage(oldImage, 1200); ;
// Dispose before deleting the file
oldImage.Dispose();
// Delete the existing file and copy the image to it
File.Delete(filePath);
// Ensure encoding quality is set to an acceptable level
ImageCodecInfo[] encoders = ImageCodecInfo.GetImageEncoders();
// Set encoder to fifty percent compression
EncoderParameters eps = new EncoderParameters
{
Param = { [0] = new EncoderParameter(Encoder.Quality, 50L) }
};
ImageCodecInfo ici = (from codec in encoders where codec.FormatID == originalFormat.Guid select codec).FirstOrDefault();
// Save the reformatted image and use original file format (jpeg / png / etc) and encoding
tempImage.Save(filePath, ici, eps);
// Clean up RAM
tempImage.Dispose();
}
}
}
catch (Exception ex)
{
this._logger.Error("Could not resize oversized image " + filePath, ex);
}
}
private static Image RefactorImage(Image imgToResize, int maxPixels)
{
int sourceWidth = imgToResize.Width;
int sourceHeight = imgToResize.Height;
int destWidth = sourceWidth;
int destHeight = sourceHeight;
// Resize if needed
if (sourceWidth > maxPixels || sourceHeight > maxPixels)
{
float thePercent = 0;
float thePercentW = 0;
float thePercentH = 0;
thePercentW = maxPixels / (float) sourceWidth;
thePercentH = maxPixels / (float) sourceHeight;
if (thePercentH < thePercentW)
{
thePercent = thePercentH;
}
else
{
thePercent = thePercentW;
}
destWidth = (int)(sourceWidth * thePercent);
destHeight = (int)(sourceHeight * thePercent);
}
Bitmap tmpImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
Graphics g = Graphics.FromImage(tmpImage);
g.InterpolationMode = InterpolationMode.HighQualityBilinear;
g.DrawImage(imgToResize, 0, 0, destWidth, destHeight);
g.Dispose();
return tmpImage;
}
For my current WPF appliaction I have to down scale some System.Drawing.Image ( objects which I load from PNG files (some of them with transparent background). I've tried multiple approaches for the resizing of the images and all of them worked fine in terms of having a smaller image afterwards. But unfortunately they all make the images loose their transparency.
My last try was to use ImageResizer an external library to get the job done as I expected it to handle that problem easily, but I still have the same issue: Original image is displayed with transparent background; Resized image displayed is displayed with black background.
Here's my code for the usage of the ImageResizer library:
ImageResizer.Instructions inst = new ImageResizer.Instructions("width=" + newWidth.ToString() + ";height=" + newHeight.ToString() + ";format=png;mode=max");
ImageResizer.ImageJob job = new ImageResizer.ImageJob(originalImage, typeof(System.Drawing.Bitmap), inst);
job.Build();
return job.Result as System.Drawing.Image;
These are my other two approaches, which also basically deliver the same result (Image resized: yet; Transparency preserved: Nope):
return originalImage.GetThumbnailImage(newWidth, newHeight, null, IntPtr.Zero); // Transparency gets lost
return new System.Drawing.Bitmap(originalImage, new System.Drawing.Size(newWidth, newHeight)); // Transparency gets lost
Any ideas on what I have to do in order preserve the transparency while resizing?
Regards
Ralf
ImageResizer always preserves transparency.
You're losing transparency during the encoding (or display) of the image, which happens after you've taken control away from ImageResizer. Instead of passing in typeof(System.Drawing.Bitmap), pass in an output path or output stream.
var i = new Instructions(){ Width = newWidth,Height = newHeight, OutputFormat= OutputFormat.Png, Mode= FitMode.Max};
new ImageJob(originalImage, "output.png", i).Build();
ImageResizer can't control how an image is encoded if you take a raw Bitmap from it instead.
You didn't specific how you're using the results, which is very important. If you are not writing them to disk or a stream, but are instead displaying them, then you're looking for the problem in the wrong place. It's likely that the code responsible for compositing the results onto the display surface is failing to treat the image as a 32-bit image, and is instead ignoring the alpha channel.
Even though you're using WPF, you're working with System.Drawing.Image objects, so you can do this:
public static Bitmap ResizeImage(Image imgToResize, int newHeight)
{
int sourceWidth = imgToResize.Width;
int sourceHeight = imgToResize.Height;
float nPercentH = ((float)newHeight / (float)sourceHeight);
int destWidth = Math.Max((int)Math.Round(sourceWidth * nPercentH), 1); // Just in case;
int destHeight = newHeight;
Bitmap b = new Bitmap(destWidth, destHeight);
using (Graphics g = Graphics.FromImage((Image)b))
{
g.SmoothingMode = SmoothingMode.HighQuality;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
g.DrawImage(imgToResize, 0, 0, destWidth, destHeight);
}
return b;
}
Afterwards, be sure to save it with the PNG encoder:
public static System.Drawing.Imaging.ImageCodecInfo GetEncoder(System.Drawing.Imaging.ImageFormat format)
{
ImageCodecInfo[] codecs = ImageCodecInfo.GetImageEncoders();
foreach (ImageCodecInfo codec in codecs)
{
if (codec.FormatID == format.Guid)
{
return codec;
}
}
return null;
}
and then
codec = GetEncoder(ImageFormat.Png);
newBitmap.Save(newFile, codec, null);
(Note I'm using the standard .Net class libraries rather than a 3rd party library; hope that's OK.)
Update
Incidentally, since you are working in WPF, why not use WPF's image manipulation?
public static class BitmapHelper
{
public static void SaveToPng(this BitmapSource bitmap, string fileName)
{
var encoder = new PngBitmapEncoder();
SaveUsingEncoder(bitmap, fileName, encoder);
}
public static void SaveUsingEncoder(this BitmapSource bitmap, string fileName, BitmapEncoder encoder)
{
BitmapFrame frame = BitmapFrame.Create(bitmap);
encoder.Frames.Add(frame);
using (var stream = File.Create(fileName))
{
encoder.Save(stream);
}
}
public static void ImageLoadResizeAndSave(string inFile, string outFile, int newPixelHeight)
{
BitmapImage image = new BitmapImage();
image.BeginInit();
image.UriSource = new Uri(inFile);
image.EndInit();
var newImage = BitmapHelper.ResizeImageToHeight(image, newPixelHeight);
BitmapHelper.SaveToPng(newImage, outFile);
}
/// <summary>
/// Resize the image to have the selected height, keeping the width proportionate.
/// </summary>
/// <param name="imgToResize"></param>
/// <param name="newHeight"></param>
/// <returns></returns>
public static BitmapSource ResizeImageToHeight(BitmapSource imgToResize, int newPixelHeight)
{
double sourceWidth = imgToResize.PixelWidth;
double sourceHeight = imgToResize.PixelHeight;
var nPercentH = ((double)newPixelHeight / sourceHeight);
double destWidth = Math.Max((int)Math.Round(sourceWidth * nPercentH), 1); // Just in case;
double destHeight = newPixelHeight;
var bitmap = new TransformedBitmap(imgToResize, new ScaleTransform(destWidth / imgToResize.PixelWidth, destHeight / imgToResize.PixelHeight));
return bitmap;
}
}
Maybe you're losing transparencies converting images in the older format to WPF format?
I'm using the following code to resize images on upload. The problem is that the new image size is big. I tried changing the interpolation to low and the composition quality the High Speed but nothing seems to work. Sometimes the new smaller and resized image is as big in file size as its original uploaded image. There are other properties to use for the System.Drawing.Drawing2D but which one can affect the file size? any tips?
private static Bitmap ResizeBitmap(Bitmap b, int nWidth)
{
int nHeight = CalculateProportionalHeight(b.Width, b.Height, nWidth);
Bitmap result = new Bitmap(nWidth, nHeight);
result.SetResolution(72.0F, 72.0F);
Graphics g = Graphics.FromImage((System.Drawing.Image)result);
g.InterpolationMode = InterpolationMode.Low;
g.CompositingQuality = CompositingQuality.HighSpeed;
g.DrawImage(b, 0, 0, nWidth, nHeight);
return result;
}
In my original answer I posted this code assuming that it was not having the same issue you were with file size inflation... I was wrong. So after some tinkering, I realized that my JPG images were being saved with a JPG extension... but encoded as PNG, thus the increase in file size. Here is an updated codebase, tested reliable with PNG, GIF, and JPG. The file size will be lower when the image is smaller than the original.
First a basic method that takes a Bitmap and resizes it.
public static Bitmap Resize(Bitmap imgPhoto, Size objSize, ImageFormat enuType)
{
int sourceWidth = imgPhoto.Width;
int sourceHeight = imgPhoto.Height;
int sourceX = 0;
int sourceY = 0;
int destX = 0;
int destY = 0;
int destWidth = objSize.Width;
int destHeight = objSize.Height;
Bitmap bmPhoto;
if (enuType == ImageFormat.Png)
bmPhoto = new Bitmap(destWidth, destHeight, PixelFormat.Format32bppArgb);
else if (enuType == ImageFormat.Gif)
bmPhoto = new Bitmap(destWidth, destHeight); //PixelFormat.Format8bppIndexed should be the right value for a GIF, but will throw an error with some GIF images so it's not safe to specify.
else
bmPhoto = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
//For some reason the resolution properties will be 96, even when the source image is different, so this matching does not appear to be reliable.
//bmPhoto.SetResolution(imgPhoto.HorizontalResolution, imgPhoto.VerticalResolution);
//If you want to override the default 96dpi resolution do it here
//bmPhoto.SetResolution(72, 72);
Graphics grPhoto = Graphics.FromImage(bmPhoto);
grPhoto.InterpolationMode = InterpolationMode.HighQualityBicubic;
grPhoto.DrawImage(imgPhoto,
new Rectangle(destX, destY, destWidth, destHeight),
new Rectangle(sourceX, sourceY, sourceWidth, sourceHeight),
GraphicsUnit.Pixel);
grPhoto.Dispose();
return bmPhoto;
}
Here's how to use the Resize method...
String strImageFile = Server.MapPath("/Images/ImageFile.jpg");
System.Drawing.Bitmap objImage = new System.Drawing.Bitmap(strImageFile);
System.Drawing.Size objNewSize = new System.Drawing.Size(100, 50);
System.Drawing.Bitmap objNewImage = Resize(objImage, objNewSize, ImageFormat.Jpeg);
objNewImage.Save(Server.MapPath("/Images/FileName_Resized.jpg"), ImageFormat.Jpeg);
objNewImage.Dispose();
This method adds a layer of complexity, you can define a maximum size constraint, and the method will Resize the image to stay in proportion... but be no larger than... the maximum size. It will leave the image alone if it is less than or equal to the max size, returning the original Bitmap instead.
public static Bitmap SmartResize(string strImageFile, Size objMaxSize, ImageFormat enuType)
{
Bitmap objImage = null;
try
{
objImage = new Bitmap(strImageFile);
}
catch (Exception ex)
{
throw ex;
}
if (objImage.Width > objMaxSize.Width || objImage.Height > objMaxSize.Height)
{
Size objSize;
int intWidthOverrun = 0;
int intHeightOverrun = 0;
if (objImage.Width > objMaxSize.Width)
intWidthOverrun = objImage.Width - objMaxSize.Width;
if (objImage.Height > objMaxSize.Height)
intHeightOverrun = objImage.Height - objMaxSize.Height;
double dblRatio;
double dblWidthRatio = (double)objMaxSize.Width / (double)objImage.Width;
double dblHeightRatio = (double)objMaxSize.Height / (double)objImage.Height;
if (dblWidthRatio < dblHeightRatio)
dblRatio = dblWidthRatio;
else
dblRatio = dblHeightRatio;
objSize = new Size((int)((double)objImage.Width * dblRatio), (int)((double)objImage.Height * dblRatio));
Bitmap objNewImage = Resize(objImage, objSize, enuType);
objImage.Dispose();
return objNewImage;
}
else
{
return objImage;
}
}
Here's how to implement it...
String strImageFile = Server.MapPath("/Images/ImageFile.png");
System.Drawing.Size objMaxSize = new System.Drawing.Size(100, 100);
System.Drawing.Bitmap objNewImage = SmartResize(strImageFile, objMaxSize, ImageFormat.Png);
objNewImage.Save(Server.MapPath("/Images/FileName_Resized.png"), ImageFormat.Png);
objNewImage.Dispose();
I am developing a graphical application, and I need to keep a thumbnail for each page.
The challenge is how to generate a thumbnail file without loosing performance ??
Currently here is my code to do it:
VisualBrush VisualBrush = new VisualBrush(pageToGenerateThumbnailFor);
UIVisual.Background = VisualBrush;
RenderTargetBitmap = new RenderTargetBitmap((int)UIVisual.ActualWidth, (int)UIVisual.ActualHeight, 96, 96, PixelFormats.Pbgra32);
rtb.Render(UIVisual);
using (FileStream outStream = new FileStream(ThumbFileFullPath, FileMode.OpenOrCreate,
System.IO.FileAccess.ReadWrite))
{
PngBitmapEncoder pngEncoder = new PngBitmapEncoder();
pngEncoder.Frames.Add(BitmapFrame.Create(rtb));
pngEncoder.Save(outStream);
}
So, Is there a faster way to generate a thumbnail for a given Visual ?
Thanks
I did a bit of research recently for generating Image Thumbnails on the fly for an eCommerce site. I started off doing this myself generating a bitmap and then resizing etc. similar to the answer above. After problems with image size on disc and quality I looked in to http://imageresizing.net/ and I haven't looked back since. It can generate images from byte(), streams and physicals files all very quickly with one line of code:
ImageBuilder.Current.Build(New MemoryStream(bImage), sImageLocation + sFullFileName, New ResizeSettings("maxwidth=214&maxheight=238"))
I would definitely recommend this component rather than trying to reinvent the wheel...
The following class from a utility library that I've written performs well for me and produces good clear quality thumbnails...
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
namespace Simple {
public static class ThumbnailCreator {
private static readonly object _lock = new object();
public static Bitmap createThumbnail(Stream source, Int32 width, Int32 height) {
Monitor.Enter(_lock);
Bitmap output = null;
try {
using (Bitmap workingBitmap = new Bitmap(source)) {
// Determine scale based on requested height/width (this preserves aspect ratio)
Decimal scale;
if (((Decimal)workingBitmap.Width / (Decimal)width) > ((Decimal)workingBitmap.Height / (Decimal)height)) {
scale = (Decimal)workingBitmap.Width / (Decimal)width;
}
else {
scale = (Decimal)workingBitmap.Height / (Decimal)height;
}
// Calculate new height/width
Int32 newHeight = (Int32)((Decimal)workingBitmap.Height / scale);
Int32 newWidth = (Int32)((Decimal)workingBitmap.Width / scale);
// Create blank BitMap of appropriate size
output = new Bitmap(newWidth, newHeight, PixelFormat.Format32bppArgb);
// Create Graphics surface
using (Graphics g = Graphics.FromImage(output)) {
g.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceCopy;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
Rectangle destRectangle = new Rectangle(0, 0, newWidth, newHeight);
// Use Graphics surface to draw resized BitMap to blank BitMap
g.DrawImage(workingBitmap, destRectangle, 0, 0, workingBitmap.Width, workingBitmap.Height, GraphicsUnit.Pixel);
}
}
}
catch {
output = null;
}
finally {
Monitor.Exit(_lock);
}
return output;
}
}
}
it also retains the original image's aspect ratio.
I've got to following function which is called to change the resolution of an image. I want to do this so uploaded image with for example 300dpi will be modified to 72dpi (for web). This question is related to another question here on SO where i'm working on.
I'm creation an extension method for this to be able to use this function on more places in my application, instead of only when uploading new files. (See above mentioned question)
public static byte[] SetDpiTo72(this byte[] imageToFit, string mimeType, Size newSize)
{
using (MemoryStream memoryStream = new MemoryStream(), newMemoryStream = new MemoryStream())
{
memoryStream.Write(imageToFit, 0, imageToFit.Length);
var originalImage = new Bitmap(memoryStream);
using (var canvas = Graphics.FromImage(originalImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage((Image)originalImage,0,0, newSize.Width, newSize.Height);
newBitmap.SetResolution(72, 72);
newBitmap.Save(newMemoryStream, ImageFunctions.GetEncoderInfo(mimeType), null);
}
return newMemoryStream.ToArray();
}
}
The mentioned extension methode is being called in a function similar to the situation below;
if (newSize.Width > originalImage.Width && newSize.Height > originalImage.Height)
{
newSize.Width = originalImage.Width;
newSize.Height = originalImage.Height;
uploadedFileBuffer = uploadedFileBuffer.SetDpiTo72(uploadedFile.ContentType, newSize);
return CreateFile(newSize, uploadedFile, uploadedFileBuffer);
}
The bytearray coming in is the file as an bytearray. It already has the correct size, but I want to change the resolution to 72dpi. However after exectution and saving the image the resolution is still the originale entered resolution, which is 300dpi. How can I do this?
UPDATE AFTER SEVERAL ANSWERS:
public static byte[] SetDpiTo72(this byte[] imageToFit, string mimeType, Size newSize)
{
using (MemoryStream memoryStream = new MemoryStream(), newMemoryStream = new MemoryStream())
{
memoryStream.Write(imageToFit, 0, imageToFit.Length);
var originalImage = new Bitmap(memoryStream);
using (var canvas = Graphics.FromImage(originalImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage((Image)originalImage,0,0, newSize.Width, newSize.Height);
originalImage.SetResolution(72, 72);
var epQuality = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 75);
var epParameters = new EncoderParameters(1);
epParameters.Param[0] = epQuality;
Image newimg = Image.FromStream(memoryStream);
//Getting an GDI+ exception after the execution of this line.
newimg.Save("C:\\test1234.jpg", ImageFunctions.GetEncoderInfo(mimeType), epParameters);
originalImage.Save("test.jpg", ImageFormat.Jpeg);
//This line give me an Argumentexception - Parameter is not valid.
//originalImage.Save(newMemoryStream, ImageFunctions.GetEncoderInfo(mimeType), epParameters);
//newMemoryStream.Close();
}
return newMemoryStream.ToArray();
}
}
The stackstrace which comes with the exception is telling me the following;
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at Extensions.ByteArrayExtensions.SetDpiTo72(Byte[] imageToFit, String mimeType, Size newSize) in C:\Website\Project\Extensions\ByteArrayExtensions.cs:line 356
at CMS.Presentation.FileFunctions.CreateFullsizeImage(HttpPostedFileBase uploadedFile, Size newSize, Byte[] uploadedFileBuffer) in C:\Website\Project\CMS.Presentation\FileFunctions.cs:line 197
at CMS.Presentation.FileFunctions.CreateFile(HttpPostedFileBase uploadedFile, INodeService nodeservice, Guid userId, Node parentNode) in C:\Website\Project\CMS.Presentation\FileFunctions.cs:line 53
In the mean time I've also developed another function (see below) resizing just a bitmap. And this seem to work correctly. I can't use this function with my current implementation though because it returns just an Bitmap. Or should i change everything to work with bitmaps?
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
Bitmap resizedImage;
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
resizedImage = (Bitmap)image.GetThumbnailImage(newDimensions.Width, newDimensions.Height, null, IntPtr.Zero);
}
resizedImage.SetResolution(72,72);
return resizedImage;
}
Ok, I tried it only on files on harddrive, but it should work with streams too.
Bitmap bitmap = new Bitmap(loadFrom);
Bitmap newBitmap = new Bitmap(bitmap);
newBitmap.SetResolution(72, 72);
newBitmap.Save(saveTo);
Took me a while, but I finally found the problem!
The problem lied in the ResizeImage function I used. In the 'GetThumbnailImage' to be specific. I ran into another problem with blurry images, which was explainable because GetThumbnailImage would stretch up the created ThumbNail to the desired size. And the resolution off the thumbnail never changes.
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
Bitmap resizedImage;
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
resizedImage = (Bitmap)image.GetThumbnailImage(newDimensions.Width, newDimensions.Height, null, IntPtr.Zero);
}
resizedImage.SetResolution(72,72);
return resizedImage;
}
By modifying the function above to the function below I was able to solve the problem using Graphics.DrawImage to redraw the new image before rendering it. Also the GenerateImageDimensions was slightly modified. This taken together the problem was solved.
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
var resizedImage = new Bitmap(newDimensions.Width, newDimensions.Height);
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
//we have a normal image
using (var gfx = Graphics.FromImage(resizedImage))
{
gfx.SmoothingMode = SmoothingMode.HighQuality;
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
var targRectangle = new Rectangle(0, 0, newDimensions.Width, newDimensions.Height);
var srcRectangle = new Rectangle(0, 0, image.Width, image.Height);
gfx.DrawImage(image, targRectangle, srcRectangle, GraphicsUnit.Pixel);
}
}
return resizedImage;
}
By "changing the resolution", do you actually mean you want to reduce the number of pixels in the image by 72/300? I.e. change a 4000x3000 image to 960x720?
If so, I can't see where your code actually does that. The overload of DrawImage() you're using does this:
Draws the specified image, using its original physical size, at the location specified by a coordinate pair.
Which is exactly what is happening.
Try one of the other overloads such as this one:
Draws the specified Image at the specified location and with the specified size.
for example:
// Create image.
Image newImage = Image.FromFile("SampImag.jpg");
// Create coordinates for upper-left corner of image and for size of image.
int x = 0;
int y = 0;
int width = 450;
int height = 150;
// Draw image to screen.
e.Graphics.DrawImage(newImage, x, y, width, height);
EDIT: per the comments, I understand the OP wants to reduce file size without reducing pixel count. Therefore the files must be recompressed.
I've borrowed some sample code from here:
ImageCodecInfo iciJpegCodec = null;
// This will specify the image quality to the encoder. Change the value of 75 from 0 to 100, where 100 is best quality, but highest file size.
EncoderParameter epQuality = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 75);
// Get all image codecs that are available
ImageCodecInfo[] iciCodecs = ImageCodecInfo.GetImageEncoders();
// Store the quality parameter in the list of encoder parameters
EncoderParameters epParameters = new EncoderParameters(1);
epParameters.Param[0] = epQuality;
// Loop through all the image codecs
for (int i = 0; i < iciCodecs.Length; i++)
{
// Until the one that we are interested in is found, which is image/jpeg
if (iciCodecs[i].MimeType == "image/jpeg")
{
iciJpegCodec = iciCodecs[i];
break;
}
}
// Create a new Image object from the current file
Image newImage = Image.FromFile(strFile);
// Get the file information again, this time we want to find out the extension
FileInfo fiPicture = new FileInfo(strFile);
// Save the new file at the selected path with the specified encoder parameters, and reuse the same file name
newImage.Save(outputPath + "\\" + fiPicture.Name, iciJpegCodec, epParameters);
Rob, I believe that issue with your code is at saving the image - the actual digital image data would be certain number of dots/pixels i.e. (m x n) and setting resolution at bitmap wouldn't/shouldn't change the number dots (and hence physical byte size of image). The resolution information will be stored in the image header (to be used by programs while printing/editing images) - what happens if you store the new bitmap to file instead of mem stream
newBitmap.Save("c:\test.png", ImageFormat.Png);
Check dpi for above file from file -> properties -> summary (advanced). It should be 72 dpi.