Metal每日分享,调整胶片颗粒感滤镜效果

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本案例的目的是理解如何用Metal实现调节胶片颗粒感滤镜,通过调整颗粒参数来调整晶粒尺寸来达到颗粒感效果;


Demo

实操代码

// 调节胶片颗粒感滤镜
let filter = C7Granularity.init(grain: 0.7)

// 方案1:
let dest = BoxxIO.init(element: originImage, filter: filter)
ImageView.image = try? dest.output()

dest.filters.forEach {
    NSLog("%@", "\($0.parameterDescription)")
}

// 方案2:
ImageView.image = try? originImage.make(filter: filter)

// 方案3:
ImageView.image = originImage ->> filter

实现原理

  • 过滤器

这款滤镜采用并行计算编码器设计.compute(kernel: "C7Granularity"),参数因子[grain]

对外开放参数

  • grain: 通过调整颗粒参数来调整晶粒尺寸,大小从0.0到0.5不等,其中0.0代表原始图像。
/// 调节胶片颗粒感
public struct C7Granularity: C7FilterProtocol {
    
    public static let range: ParameterRange<Float, Self> = .init(min: 0.0, max: 0.5, value: 0.3)
    
    /// The grain size is adjusted by adjusting the grain parameter. The grain size ranges from 0.0 to 0.5,
    /// Where 0.0 represents the original image,
    public var grain: Float = range.value
    
    public var modifier: Modifier {
        return .compute(kernel: "C7Granularity")
    }
    
    public var factors: [Float] {
        return [grain]
    }
    
    public init(grain: Float = range.value) {
        self.grain = grain
    }
}
  • 着色器

对坐标点归一化处理,计算出小数部分noise,最后对每个像素x颗粒度;

kernel void C7Granularity(texture2d<half, access::write> outputTexture [[texture(0)]],
                          texture2d<half, access::read> inputTexture [[texture(1)]],
                          constant float *grain [[buffer(0)]],
                          uint2 grid [[thread_position_in_grid]]) {
    const half4 inColor = inputTexture.read(grid);
    const float2 textureCoordinate = float2(float(grid.x) / outputTexture.get_width(), float(grid.y) / outputTexture.get_height());
    
    const float d = dot(textureCoordinate, float2(12.9898, 78.233) * 2.0);
    const half noise = half(fract(sin(d) * 43758.5453h));
    const half4 outColor = half4(inColor - noise * (*grain));
    
    outputTexture.write(outColor, grid);
}

最后

  • 关于调整胶片颗粒感滤镜介绍与设计到此为止吧。
  • 慢慢再补充其他相关滤镜,喜欢就给我点个星🌟吧。

✌️.