549 lines
19 KiB
C#
549 lines
19 KiB
C#
// ============================================================================
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// Copyright © 2026 Hexagon Technology Center GmbH. All Rights Reserved.
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// 文件名: HDREnhancementProcessor.cs
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// 描述: 高动态范围(HDR)图像增强算子
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// 功能:
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// - 局部色调映射(Local Tone Mapping)
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// - 自适应对数映射(Adaptive Logarithmic Mapping)
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// - Drago色调映射
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// - 双边滤波色调映射
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// - 增强图像暗部和亮部细节
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// 算法: 基于色调映射的HDR增强
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// 作者: 李伟 wei.lw.li@hexagon.com
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// ============================================================================
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using Emgu.CV;
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using Emgu.CV.Structure;
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using XP.ImageProcessing.Core;
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using Serilog;
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namespace XP.ImageProcessing.Processors;
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/// <summary>
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/// 高动态范围图像增强算子
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/// </summary>
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public class HDREnhancementProcessor : ImageProcessorBase
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{
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private static readonly ILogger _logger = Log.ForContext<HDREnhancementProcessor>();
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public HDREnhancementProcessor()
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{
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Name = LocalizationHelper.GetString("HDREnhancementProcessor_Name");
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Description = LocalizationHelper.GetString("HDREnhancementProcessor_Description");
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}
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protected override void InitializeParameters()
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{
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Parameters.Add("Method", new ProcessorParameter(
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"Method",
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LocalizationHelper.GetString("HDREnhancementProcessor_Method"),
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typeof(string),
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"LocalToneMap",
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null,
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null,
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LocalizationHelper.GetString("HDREnhancementProcessor_Method_Desc"),
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new string[] { "LocalToneMap", "AdaptiveLog", "Drago", "BilateralToneMap" }));
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Parameters.Add("Gamma", new ProcessorParameter(
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"Gamma",
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LocalizationHelper.GetString("HDREnhancementProcessor_Gamma"),
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typeof(double),
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1.0,
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0.1,
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5.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_Gamma_Desc")));
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Parameters.Add("Saturation", new ProcessorParameter(
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"Saturation",
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LocalizationHelper.GetString("HDREnhancementProcessor_Saturation"),
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typeof(double),
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1.0,
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0.0,
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3.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_Saturation_Desc")));
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Parameters.Add("DetailBoost", new ProcessorParameter(
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"DetailBoost",
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LocalizationHelper.GetString("HDREnhancementProcessor_DetailBoost"),
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typeof(double),
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1.5,
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0.0,
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5.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_DetailBoost_Desc")));
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Parameters.Add("SigmaSpace", new ProcessorParameter(
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"SigmaSpace",
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LocalizationHelper.GetString("HDREnhancementProcessor_SigmaSpace"),
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typeof(double),
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20.0,
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1.0,
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100.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_SigmaSpace_Desc")));
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Parameters.Add("SigmaColor", new ProcessorParameter(
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"SigmaColor",
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LocalizationHelper.GetString("HDREnhancementProcessor_SigmaColor"),
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typeof(double),
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30.0,
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1.0,
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100.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_SigmaColor_Desc")));
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Parameters.Add("Bias", new ProcessorParameter(
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"Bias",
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LocalizationHelper.GetString("HDREnhancementProcessor_Bias"),
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typeof(double),
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0.85,
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0.0,
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1.0,
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LocalizationHelper.GetString("HDREnhancementProcessor_Bias_Desc")));
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_logger.Debug("InitializeParameters");
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}
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public override Image<Gray, byte> Process(Image<Gray, byte> inputImage)
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{
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string method = GetParameter<string>("Method");
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double gamma = GetParameter<double>("Gamma");
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double saturation = GetParameter<double>("Saturation");
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double detailBoost = GetParameter<double>("DetailBoost");
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double sigmaSpace = GetParameter<double>("SigmaSpace");
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double sigmaColor = GetParameter<double>("SigmaColor");
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double bias = GetParameter<double>("Bias");
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Image<Gray, byte> result;
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switch (method)
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{
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case "AdaptiveLog":
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result = AdaptiveLogarithmicMapping(inputImage, gamma, bias);
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break;
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case "Drago":
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result = DragoToneMapping(inputImage, gamma, bias);
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break;
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case "BilateralToneMap":
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result = BilateralToneMapping(inputImage, gamma, sigmaSpace, sigmaColor, detailBoost);
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break;
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default: // LocalToneMap
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result = LocalToneMapping(inputImage, gamma, sigmaSpace, detailBoost, saturation);
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break;
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}
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_logger.Debug("Process: Method={Method}, Gamma={Gamma}, Saturation={Saturation}, DetailBoost={DetailBoost}, SigmaSpace={SigmaSpace}, SigmaColor={SigmaColor}, Bias={Bias}",
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method, gamma, saturation, detailBoost, sigmaSpace, sigmaColor, bias);
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return result;
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}
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/// <summary>
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/// 局部色调映射
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/// 将图像分解为基础层(光照)和细节层,分别处理后合成
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/// Base = GaussianBlur(log(I))
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/// Detail = log(I) - Base
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/// Output = exp(Base_compressed + Detail * boost)
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/// </summary>
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private Image<Gray, byte> LocalToneMapping(Image<Gray, byte> inputImage,
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double gamma, double sigmaSpace, double detailBoost, double saturation)
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{
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int width = inputImage.Width;
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int height = inputImage.Height;
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// 转换为浮点并归一化到 (0, 1]
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var floatImage = inputImage.Convert<Gray, float>();
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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floatImage.Data[y, x, 0] = floatImage.Data[y, x, 0] / 255.0f + 0.001f;
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// 对数域
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var logImage = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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logImage.Data[y, x, 0] = (float)Math.Log(floatImage.Data[y, x, 0]);
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// 基础层:大尺度高斯模糊提取光照分量
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int kernelSize = (int)(sigmaSpace * 6) | 1;
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if (kernelSize < 3) kernelSize = 3;
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var baseLayer = new Image<Gray, float>(width, height);
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CvInvoke.GaussianBlur(logImage, baseLayer, new System.Drawing.Size(kernelSize, kernelSize), sigmaSpace);
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// 细节层
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var detailLayer = logImage - baseLayer;
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// 压缩基础层的动态范围
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double baseMin = double.MaxValue, baseMax = double.MinValue;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float v = baseLayer.Data[y, x, 0];
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if (v < baseMin) baseMin = v;
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if (v > baseMax) baseMax = v;
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}
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}
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double baseRange = baseMax - baseMin;
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if (baseRange < 0.001) baseRange = 0.001;
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// 目标动态范围(对数域)
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double targetRange = Math.Log(256.0);
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double compressionFactor = targetRange / baseRange;
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var compressedBase = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float normalized = (float)((baseLayer.Data[y, x, 0] - baseMin) / baseRange);
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compressedBase.Data[y, x, 0] = (float)(normalized * targetRange + Math.Log(0.01));
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}
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}
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// 合成:压缩后的基础层 + 增强的细节层
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var combined = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float val = compressedBase.Data[y, x, 0] + detailLayer.Data[y, x, 0] * (float)detailBoost;
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combined.Data[y, x, 0] = val;
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}
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}
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// 指数变换回线性域
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var linearResult = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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linearResult.Data[y, x, 0] = (float)Math.Exp(combined.Data[y, x, 0]);
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// Gamma校正
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if (Math.Abs(gamma - 1.0) > 0.01)
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{
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double invGamma = 1.0 / gamma;
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double maxVal = 0;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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if (linearResult.Data[y, x, 0] > maxVal) maxVal = linearResult.Data[y, x, 0];
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if (maxVal > 0)
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{
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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{
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double normalized = linearResult.Data[y, x, 0] / maxVal;
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linearResult.Data[y, x, 0] = (float)(Math.Pow(normalized, invGamma) * maxVal);
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}
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}
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}
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// 饱和度增强(对比度微调)
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if (Math.Abs(saturation - 1.0) > 0.01)
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{
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double mean = 0;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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mean += linearResult.Data[y, x, 0];
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mean /= (width * height);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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{
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double diff = linearResult.Data[y, x, 0] - mean;
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linearResult.Data[y, x, 0] = (float)(mean + diff * saturation);
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}
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}
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// 归一化到 [0, 255]
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var result = NormalizeToByteImage(linearResult);
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floatImage.Dispose();
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logImage.Dispose();
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baseLayer.Dispose();
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detailLayer.Dispose();
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compressedBase.Dispose();
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combined.Dispose();
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linearResult.Dispose();
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return result;
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}
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/// <summary>
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/// 自适应对数映射
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/// 根据场景的整体亮度自适应调整对数映射曲线
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/// L_out = (log(1 + L_in) / log(1 + L_max)) ^ (1/gamma)
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/// 使用局部自适应:L_max 根据邻域计算
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/// </summary>
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private Image<Gray, byte> AdaptiveLogarithmicMapping(Image<Gray, byte> inputImage,
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double gamma, double bias)
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{
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int width = inputImage.Width;
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int height = inputImage.Height;
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var floatImage = inputImage.Convert<Gray, float>();
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// 归一化到 [0, 1]
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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floatImage.Data[y, x, 0] /= 255.0f;
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// 计算全局最大亮度
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float globalMax = 0;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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if (floatImage.Data[y, x, 0] > globalMax)
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globalMax = floatImage.Data[y, x, 0];
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if (globalMax < 0.001f) globalMax = 0.001f;
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// 计算对数平均亮度
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double logAvg = 0;
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int count = 0;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float v = floatImage.Data[y, x, 0];
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if (v > 0.001f)
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{
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logAvg += Math.Log(v);
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count++;
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}
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}
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}
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logAvg = Math.Exp(logAvg / Math.Max(count, 1));
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// 自适应对数映射
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// bias 控制暗部和亮部的平衡
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double logBase = Math.Log(2.0 + 8.0 * Math.Pow(logAvg / globalMax, Math.Log(bias) / Math.Log(0.5)));
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var result = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float lum = floatImage.Data[y, x, 0];
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double mapped = Math.Log(1.0 + lum) / logBase;
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result.Data[y, x, 0] = (float)mapped;
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}
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}
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// Gamma校正
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if (Math.Abs(gamma - 1.0) > 0.01)
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{
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double invGamma = 1.0 / gamma;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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result.Data[y, x, 0] = (float)Math.Pow(Math.Max(0, result.Data[y, x, 0]), invGamma);
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}
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var byteResult = NormalizeToByteImage(result);
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floatImage.Dispose();
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result.Dispose();
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return byteResult;
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}
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/// <summary>
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/// Drago色调映射
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/// 使用自适应对数基底进行色调映射
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/// L_out = log_base(1 + L_in) / log_base(1 + L_max)
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/// base = 2 + 8 * (L_in / L_max) ^ (ln(bias) / ln(0.5))
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/// </summary>
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private Image<Gray, byte> DragoToneMapping(Image<Gray, byte> inputImage,
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double gamma, double bias)
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{
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int width = inputImage.Width;
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int height = inputImage.Height;
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var floatImage = inputImage.Convert<Gray, float>();
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// 归一化到 [0, 1]
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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floatImage.Data[y, x, 0] /= 255.0f;
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// 全局最大亮度
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float maxLum = 0;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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if (floatImage.Data[y, x, 0] > maxLum)
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maxLum = floatImage.Data[y, x, 0];
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if (maxLum < 0.001f) maxLum = 0.001f;
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double biasP = Math.Log(bias) / Math.Log(0.5);
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double divider = Math.Log10(1.0 + maxLum);
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if (divider < 0.001) divider = 0.001;
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var result = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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float lum = floatImage.Data[y, x, 0];
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// 自适应对数基底
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double adaptBase = 2.0 + 8.0 * Math.Pow(lum / maxLum, biasP);
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double logAdapt = Math.Log(1.0 + lum) / Math.Log(adaptBase);
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double mapped = logAdapt / divider;
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result.Data[y, x, 0] = (float)Math.Max(0, Math.Min(1.0, mapped));
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}
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}
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// Gamma校正
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if (Math.Abs(gamma - 1.0) > 0.01)
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{
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double invGamma = 1.0 / gamma;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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result.Data[y, x, 0] = (float)Math.Pow(result.Data[y, x, 0], invGamma);
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}
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var byteResult = NormalizeToByteImage(result);
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floatImage.Dispose();
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result.Dispose();
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return byteResult;
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}
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/// <summary>
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/// 双边滤波色调映射
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/// 使用双边滤波分离基础层和细节层
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/// 双边滤波保边特性使得细节层更加精确
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/// </summary>
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private Image<Gray, byte> BilateralToneMapping(Image<Gray, byte> inputImage,
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double gamma, double sigmaSpace, double sigmaColor, double detailBoost)
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{
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int width = inputImage.Width;
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int height = inputImage.Height;
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// 转换为浮点并取对数
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var floatImage = inputImage.Convert<Gray, float>();
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var logImage = new Image<Gray, float>(width, height);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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logImage.Data[y, x, 0] = (float)Math.Log(floatImage.Data[y, x, 0] / 255.0f + 0.001);
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// 双边滤波提取基础层(保边平滑)
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int diameter = (int)(sigmaSpace * 2) | 1;
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if (diameter < 3) diameter = 3;
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if (diameter > 31) diameter = 31;
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var baseLayer = new Image<Gray, float>(width, height);
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// 转换为 byte 进行双边滤波,再转回 float
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var logNorm = NormalizeToByteImage(logImage);
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var baseNorm = new Image<Gray, byte>(width, height);
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CvInvoke.BilateralFilter(logNorm, baseNorm, diameter, sigmaColor, sigmaSpace);
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// 将基础层转回浮点对数域
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double logMin = double.MaxValue, logMax = double.MinValue;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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{
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float v = logImage.Data[y, x, 0];
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if (v < logMin) logMin = v;
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if (v > logMax) logMax = v;
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}
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double logRange = logMax - logMin;
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if (logRange < 0.001) logRange = 0.001;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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baseLayer.Data[y, x, 0] = (float)(baseNorm.Data[y, x, 0] / 255.0 * logRange + logMin);
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// 细节层 = 对数图像 - 基础层
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var detailLayer = logImage - baseLayer;
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// 压缩基础层
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double baseMin = double.MaxValue, baseMax = double.MinValue;
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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{
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float v = baseLayer.Data[y, x, 0];
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if (v < baseMin) baseMin = v;
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if (v > baseMax) baseMax = v;
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}
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double bRange = baseMax - baseMin;
|
||
if (bRange < 0.001) bRange = 0.001;
|
||
double targetRange = Math.Log(256.0);
|
||
double compression = targetRange / bRange;
|
||
|
||
// 合成
|
||
var combined = new Image<Gray, float>(width, height);
|
||
for (int y = 0; y < height; y++)
|
||
for (int x = 0; x < width; x++)
|
||
{
|
||
float compBase = (float)((baseLayer.Data[y, x, 0] - baseMin) * compression + Math.Log(0.01));
|
||
combined.Data[y, x, 0] = compBase + detailLayer.Data[y, x, 0] * (float)detailBoost;
|
||
}
|
||
|
||
// 指数变换回线性域
|
||
var linearResult = new Image<Gray, float>(width, height);
|
||
for (int y = 0; y < height; y++)
|
||
for (int x = 0; x < width; x++)
|
||
linearResult.Data[y, x, 0] = (float)Math.Exp(combined.Data[y, x, 0]);
|
||
|
||
// Gamma校正
|
||
if (Math.Abs(gamma - 1.0) > 0.01)
|
||
{
|
||
double invGamma = 1.0 / gamma;
|
||
double maxVal = 0;
|
||
for (int y = 0; y < height; y++)
|
||
for (int x = 0; x < width; x++)
|
||
if (linearResult.Data[y, x, 0] > maxVal) maxVal = linearResult.Data[y, x, 0];
|
||
|
||
if (maxVal > 0)
|
||
for (int y = 0; y < height; y++)
|
||
for (int x = 0; x < width; x++)
|
||
linearResult.Data[y, x, 0] = (float)(Math.Pow(linearResult.Data[y, x, 0] / maxVal, invGamma) * maxVal);
|
||
}
|
||
|
||
var result = NormalizeToByteImage(linearResult);
|
||
|
||
floatImage.Dispose();
|
||
logImage.Dispose();
|
||
logNorm.Dispose();
|
||
baseNorm.Dispose();
|
||
baseLayer.Dispose();
|
||
detailLayer.Dispose();
|
||
combined.Dispose();
|
||
linearResult.Dispose();
|
||
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 归一化浮点图像到字节图像
|
||
/// </summary>
|
||
private Image<Gray, byte> NormalizeToByteImage(Image<Gray, float> floatImage)
|
||
{
|
||
double minVal = double.MaxValue;
|
||
double maxVal = double.MinValue;
|
||
|
||
for (int y = 0; y < floatImage.Height; y++)
|
||
for (int x = 0; x < floatImage.Width; x++)
|
||
{
|
||
float val = floatImage.Data[y, x, 0];
|
||
if (val < minVal) minVal = val;
|
||
if (val > maxVal) maxVal = val;
|
||
}
|
||
|
||
var result = new Image<Gray, byte>(floatImage.Size);
|
||
double range = maxVal - minVal;
|
||
if (range > 0)
|
||
{
|
||
for (int y = 0; y < floatImage.Height; y++)
|
||
for (int x = 0; x < floatImage.Width; x++)
|
||
{
|
||
int normalized = (int)((floatImage.Data[y, x, 0] - minVal) / range * 255.0);
|
||
result.Data[y, x, 0] = (byte)Math.Max(0, Math.Min(255, normalized));
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
} |