Does anyone have an idea, link, library, source code, ... on how to convert photo\'s and images (bitmaps) to sketchy-like pictures? I can\'t find any good sources on how to
And adding color.
*s = Read-File-Into-Image("/path/to/image")
*g = Convert-To-Gray-Scale(s)
*i = Invert-Colors(g)
*b = Apply-Gaussian-Blur(i)
*result = Color-Dodge-Blend-Merge(b,g)
*s2 = Apply-Gaussian-Blur(s) //I use radius 3
*cartoon = Apply-Color(s2, result)
I little modification to ColorDodgeBlend to eliminate all colors.
public Bitmap ColorDodgeBlend(Bitmap source, Bitmap layer)
....
//before buffOut.put(pixel);
float[] hsv = new float[3];
Color.colorToHSV(pixel, hsv);
hsv[1] = 0.0f;
float top = VALUE_TOP; //Between 0.0f .. 1.0f I use 0.87f
if (hsv[2] <= top) {
hsv[2] = 0.0f;
} else {
hsv[2] = 1.0f;
}
pixel = Color.HSVToColor(hsv);
An the applying color method:
//hue, saturarion, value intervals size are for reduce colors on Bitmap
//saturation, value percents are for increment or decrement [0..100..)
public Bitmap getCartoonizedBitmap(Bitmap realBitmap, Bitmap dodgeBlendBitmap, int hueIntervalSize, int saturationIntervalSize, int valueIntervalSize, int saturationPercent, int valuePercent) {
// Bitmap bitmap = Bitmap.createBitmap(scaledBitmap);
// //fastblur(scaledBitmap, 4);
Bitmap base = fastblur(realBitmap, 3).copy(Config.ARGB_8888, true);
Bitmap dodge = dodgeBlendBitmap.copy(Config.ARGB_8888, false);
try {
int realColor;
int color;
float top = VALUE_TOP; //Between 0.0f .. 1.0f I use 0.87f
IntBuffer templatePixels = IntBuffer.allocate(dodge.getWidth()
* dodge.getHeight());
IntBuffer scaledPixels = IntBuffer.allocate(base.getWidth()
* base.getHeight());
IntBuffer buffOut = IntBuffer.allocate(base.getWidth()
* base.getHeight());
base.copyPixelsToBuffer(scaledPixels);
dodge.copyPixelsToBuffer(templatePixels);
templatePixels.rewind();
scaledPixels.rewind();
buffOut.rewind();
while (buffOut.position() < buffOut.limit()) {
color = (templatePixels.get());
realColor = scaledPixels.get();
float[] realHSV = new float[3];
Color.colorToHSV(realColor, realHSV);
realHSV[0] = getRoundedValue(realHSV[0], hueIntervalSize);
realHSV[2] = (getRoundedValue(realHSV[2] * 100,
valueIntervalSize) / 100) * (valuePercent / 100);
realHSV[2] = realHSV[2]<1.0?realHSV[2]:1.0f;
realHSV[1] = realHSV[1] * (saturationPercent / 100);
realHSV[1] = realHSV[1]<1.0?realHSV[1]:1.0f;
float[] HSV = new float[3];
Color.colorToHSV(color, HSV);
boolean putBlackPixel = HSV[2] <= top;
realColor = Color.HSVToColor(realHSV);
if (putBlackPixel) {
buffOut.put(color);
} else {
buffOut.put(realColor);
}
}// END WHILE
dodge.recycle();
buffOut.rewind();
base.copyPixelsFromBuffer(buffOut);
} catch (Exception e) {
// TODO: handle exception
}
return base;
}
public static float getRoundedValue(float value, int intervalSize) {
float result = Math.round(value);
int mod = ((int) result) % intervalSize;
result += mod < (intervalSize / 2) ? -mod : intervalSize - mod;
return result;
}
This is not improved.
Its better if Apply-Color and Color-Dodge-Blend-Merge merges.
Thanks to XverhelstX for his Question-Answer