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 i
In getpixel(in, src_width, src_height, z, x, k)
:
z mean horizontal offset
x mean vertical offset
So just need patch the getpixel
function, below is the patched code:
inline unsigned char getpixel(const std::vector& in,
std::size_t src_width, std::size_t src_height, unsigned y, unsigned x, int channel)
{
if (x < src_width && y < src_height)
return in[(y * 3 * src_width) + (3 * x) + channel];
return 0;
}
std::vector bicubicresize(const std::vector& in,
std::size_t src_width, std::size_t src_height, std::size_t dest_width, std::size_t dest_height)
{
std::vector out(dest_width * dest_height * 3);
const float tx = float(src_width) / dest_width;
const float ty = float(src_height) / dest_height;
const int channels = 3;
const std::size_t row_stride = dest_width * channels;
unsigned char C[5] = { 0 };
for (int i = 0; i < dest_height; ++i)
{
for (int j = 0; j < dest_width; ++j)
{
const int x = int(tx * j);
const int y = int(ty * i);
const float dx = tx * j - x;
const float dy = ty * i - y;
for (int k = 0; k < 3; ++k)
{
for (int jj = 0; jj < 4; ++jj)
{
const int z = y - 1 + jj;
unsigned char a0 = getpixel(in, src_width, src_height, z, x, k);
unsigned char d0 = getpixel(in, src_width, src_height, z, x - 1, k) - a0;
unsigned char d2 = getpixel(in, src_width, src_height, z, x + 1, k) - a0;
unsigned char d3 = getpixel(in, src_width, src_height, z, x + 2, k) - a0;
unsigned char a1 = -1.0 / 3 * d0 + d2 - 1.0 / 6 * d3;
unsigned char a2 = 1.0 / 2 * d0 + 1.0 / 2 * d2;
unsigned char a3 = -1.0 / 6 * d0 - 1.0 / 2 * d2 + 1.0 / 6 * d3;
C[jj] = a0 + a1 * dx + a2 * dx * dx + a3 * dx * dx * dx;
d0 = C[0] - C[1];
d2 = C[2] - C[1];
d3 = C[3] - C[1];
a0 = C[1];
a1 = -1.0 / 3 * d0 + d2 -1.0 / 6 * d3;
a2 = 1.0 / 2 * d0 + 1.0 / 2 * d2;
a3 = -1.0 / 6 * d0 - 1.0 / 2 * d2 + 1.0 / 6 * d3;
out[i * row_stride + j * channels + k] = a0 + a1 * dy + a2 * dy * dy + a3 * dy * dy * dy;
}
}
}
}
return out;
}