bicubic

How does bicubic interpolation work?

流过昼夜 提交于 2019-12-05 01:22:05
问题 After reading text about this said topic, i found out that it considers 16 of the original neighboring pixels. What i want to know is how does it compute the color value of the new pixel. If the color values of the 16 pixels are known, how could you compute the value of the new one? 回答1: I think it's pretty well explained in Wikipedia. You need the intensity values of 4*4=16 pixels, from which you can calculate the interpolated value at any point within that 4*4 grid. If you mean how to do

How to draw and scale a bitmap on a canvas using bicubic interpolation in Android?

痞子三分冷 提交于 2019-12-04 08:12:33
问题 I want to draw a bitmap on a canvas with bigger size than it is. I can use canvas.drawBitmap(bitmap, null, destRect, null); but that gives a poor quality, as the result is pixelated, if the source image is sightly smaller than the destination rectangle. How can i draw my bitmap using bilinear or bicubic resampling? Any help would be appreciated, thanx. 回答1: You need to set the FILTER_BITMAP_FLAG flag in your paint. canvas.drawBitmap(bitmap, matrix, null); //ugly jaggies unless scale is 1:1,

Bi-Cubic Interpolation Algorithm for Image Scaling

家住魔仙堡 提交于 2019-12-03 06:13:59
I'm trying to write a basic bicubic resize algorithm to resize a 24-bit RGB bitmap. I have a general understanding of the math involved, and I'm using this implementation from Google Code as a guide. I'm not using any external libraries here - I'm just experimenting with the algorithm itself. The bitmap is represented as a plain std::vector<unsigned char> : inline unsigned char getpixel(const std::vector<unsigned char>& in, std::size_t src_width, std::size_t src_height, unsigned x, unsigned y, int channel) { if (x < src_width && y < src_height) return in[(x * 3 * src_width) + (3 * y) + channel

Cubic/Curve Smooth Interpolation in C# [closed]

a 夏天 提交于 2019-12-03 05:24:24
Below is a cubic interpolation function: public float Smooth(float start, float end, float amount) { // Clamp to 0-1; amount = (amount > 1f) ? 1f : amount; amount = (amount < 0f) ? 0f : amount; // Cubicly adjust the amount value. amount = (amount * amount) * (3f - (2f * amount)); return (start + ((end - start) * amount)); } This function will cubically interpolate between the start and end value given an amount between 0.0f - 1.0f. If you were to plot this curve, you'd end up with something like this: Expired Imageshack image removed The cubic function here is: amount = (amount * amount) * (3f

Efficient Bicubic filtering code in GLSL?

风流意气都作罢 提交于 2019-12-03 01:13:54
问题 I'm wondering if anyone has complete, working, and efficient code to do bicubic texture filtering in glsl. There is this: http://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL or https://github.com/visionworkbench/visionworkbench/blob/master/src/vw/GPU/Shaders/Interp/interpolation-bicubic.glsl but both do 16 texture reads where only 4 are necessary: https://groups.google.com/forum/#!topic/comp.graphics.api.opengl/kqrujgJfTxo However the method above uses a

How to draw and scale a bitmap on a canvas using bicubic interpolation in Android?

邮差的信 提交于 2019-12-02 20:42:46
I want to draw a bitmap on a canvas with bigger size than it is. I can use canvas.drawBitmap(bitmap, null, destRect, null); but that gives a poor quality, as the result is pixelated, if the source image is sightly smaller than the destination rectangle. How can i draw my bitmap using bilinear or bicubic resampling? Any help would be appreciated, thanx. You need to set the FILTER_BITMAP_FLAG flag in your paint. canvas.drawBitmap(bitmap, matrix, null); //ugly jaggies unless scale is 1:1, but fast or Paint paint = new Paint(); paint.setFilterBitmap(); canvas.drawBitmap(bitmap, matrix, paint); //

Efficient Bicubic filtering code in GLSL?

柔情痞子 提交于 2019-12-02 14:45:28
I'm wondering if anyone has complete, working, and efficient code to do bicubic texture filtering in glsl. There is this: http://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL or https://github.com/visionworkbench/visionworkbench/blob/master/src/vw/GPU/Shaders/Interp/interpolation-bicubic.glsl but both do 16 texture reads where only 4 are necessary: https://groups.google.com/forum/#!topic/comp.graphics.api.opengl/kqrujgJfTxo However the method above uses a missing "cubic()" function that I don't know what it is supposed to do, and also takes an unexplained

HTML5 Canvas Image Scaling Issue

余生颓废 提交于 2019-11-29 22:29:26
I am trying to make a pixel art themed game in HTML5 canvas, and as part of that I take 10x20 or so sized images and draw them onto the canvas with the following code: ctx.drawImage(image, 20, 20, 100, 200); However the canvas uses bicubic image scaling and hence the pixel art images look terrible at 2x and up. Is there a way to force canvas to use nearest neighbor scaling or possibly use a custom method to scale images? If not does that mean the images have to be scaled beforehand in something like Paint.net? Choose any one of the following: Via JavaScript: ctx.imageSmoothingEnabled = false;

HTML5 Canvas Image Scaling Issue

这一生的挚爱 提交于 2019-11-28 19:16:04
问题 I am trying to make a pixel art themed game in HTML5 canvas, and as part of that I take 10x20 or so sized images and draw them onto the canvas with the following code: ctx.drawImage(image, 20, 20, 100, 200); However the canvas uses bicubic image scaling and hence the pixel art images look terrible at 2x and up. Is there a way to force canvas to use nearest neighbor scaling or possibly use a custom method to scale images? If not does that mean the images have to be scaled beforehand in

Android: Bitmap resizing using better resampling algorithm than bilinear (like Lanczos3)

大城市里の小女人 提交于 2019-11-28 06:52:59
Is there any way or external library that can resize image using Lanczos (ideally) or at least bicubic alg. under Android ? ( faster is better of course, but quality is priority, a processing time is secondary) Everything what I've got so far is this: Bitmap resized = Bitmap.createScaledBitmap(yourBitmap, newWidth, newHeight, true); However it uses bilinear filter and the output quality is terrible. Especially if you want to preserve details (like thin lines or readable texts). There are many good libraries for Java as discussed for example here: Java - resize image without losing quality