Understanding super fast blur algorithm

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情书的邮戳
情书的邮戳 2021-02-03 11:47

I\'m trying to understand the algorithm behind the super fast blur algorithm. Below is the port to java that works with android as a test. Looks like this version makes some opt

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  • 2021-02-03 12:26

    Since I wrote that one I guess I can explain best :-)

     int dv[]=new int[256*div]; 
     for (i=0;i<256*div;i++){
         dv[i]=(i/div); 
    }
    

    This line precalculates a lookup table for all the possible mean values that can occur. This is to avoid costly division in the inner loop. On some systems doing the division directly instead of a doing an array lookup might actually be faster nowadays, but when I wrote it the lookup was the faster way.

    for(i=-radius;i<=radius;i++){
                int ind = yi+Math.min(wm,Math.max(i,0));
                p=pix[ind];
                rsum+=(p & 0xff0000)>>16;
                gsum+=(p & 0x00ff00)>>8;
                bsum+= p & 0x0000ff;
            }
    

    The reason why this algorithm is fast is that it uses a sliding window and thus reduces the number of required pixel lookups. The window slides from the left edge to the right (and in the second pass from top to bottom) and only adds one pixel at the right and removes one from the left. The code above initializes the window by prefilling the window with the leftmost edge pixel depending on the kernel size.

     if(y==0){
       vmin[x]=Math.min(x+radius+1,wm);
       vmax[x]=Math.max(x-radius,0);
      } 
    
      p1=pix[yw+vmin[x]];
      p2=pix[yw+vmax[x]]; 
    

    This is the part that adds a new pixel but at the same time handles the border conditions (when the window tries to read or remove pixels outside the bitmap).

     rsum+=((p1 & 0xff0000)-(p2 & 0xff0000))>>16;
      gsum+=((p1 & 0x00ff00)-(p2 & 0x00ff00))>>8;
      bsum+= (p1 & 0x0000ff)-(p2 & 0x0000ff);
    

    rsum, gsum and bsum is the accumulated sum of pixels inside the sliding window. What you see is the new pixel on the right side being added to the sum and the leftmost pixel i nthe window being removed from the sum.

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  • 2021-02-03 12:38

    Hints when using CompoundBlur

    You will notice from the gradient tables that the blur is going to build from the outside inward, so it will blur the edges first and then blur the center. In order to blur from the center towards the edges just take all the values in the mul_table and subtract 255 from them: This inverts the bitmap- you can imagine the brightness of a pixel in your gradient map is equivalent to the blur radius used there - white pixel big blur, black pixel small blur.

    Method for Quick Inverting:

    Using Sublime Text and Microsoft Excel you can easily invert the values...

    Sublime Text:

    Get all the values into columns with the commas lined up vertically, then by clicking and dragging with the mousewheel you can select downward and hit enter to put a single number on a single line. Now click and drag with mousewheel again and insert a "- 255" after every value, and a "=" before every value (Also click and drag to select all commas and delete them). Now select all lines and copy.

    Final format for Excel should be: = (original mul_table value) - 255 ... i.e. = 512 - 255

    Excel: After copying formatted values in Sublime, paste to the top-left most cell in Excel, and Excel will evaluate "=512-255" for you and instantly create new inverted values. Copy all cells and paste back into your js file and insert commas back in.

    Your CompoundBlur will now blur from the center towards the edges..

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  • 2021-02-03 12:44

    This box blur algorithm is outlined in this paper from 2001.

    What it's basically doing is blurring the image twice; first in the horizontal direction, and then in the vertical direction. The end result is the same as if you had calculated the convolution of the image with a square box 2r+1 pixels across (i.e., from x-r to x+r, and from y-r to y+r at each point).

    AT each step, the blurred pixel value is simply the average of all the pixels in this range. This can be calculated quickly by keeping a running total at each point. When you move the range to the right (down) one pixel, you subtract the pixel at the left (top) end and add the pixel at the right (bottom) end. You still have to divide these running totals by 2r+1, but this can be sped up by precomputing fixed-point values of n/(2r+1) for (0≤n<256) and storing them in dv[] (with an 8-bit fractional part).

    The short summation loops at the start of each scan are just there to calculate the initial values of the running total.

    And with a bit of juggling with max() and min() to avoid accessing out-of-range pixels, that's about all there is to it.

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