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本案例的目的是理解如何用Metal实现连环画滤镜和油画滤镜,将图像处理成连环画和油画效果;
Demo
效果图
| 原图 | 连环画 | 油画 |
|---|---|---|
实操代码
// 连环画效果
let filter = C7ComicStrip.init()
// 方案1:
ImageView.image = try? BoxxIO(element: originImage, filters: [filter, filter2, filter3]).output()
// 方案2:
ImageView.image = originImage.filtering(filter, filter2, filter3)
// 方案3:
ImageView.image = originImage ->> filter ->> filter2 ->> filter3
连环画实现原理
- 过滤器
这款滤镜采用并行计算编码器设计.compute(kernel: "C7ComicStrip")
/// 连环画滤镜
public struct C7ComicStrip: C7FilterProtocol {
public var modifier: Modifier {
return .compute(kernel: "C7ComicStrip")
}
public init() { }
}
- 着色器
获取到红色值abs(g - b + g + r) * r绝对值,绿色abs(b - g + b + r) * r,蓝色abs(b - g + b + r) * g,最后获取到像素颜色;
kernel void C7ComicStrip(texture2d<half, access::write> outputTexture [[texture(0)]],
texture2d<half, access::read> inputTexture [[texture(1)]],
uint2 grid [[thread_position_in_grid]]) {
const half4 inColor = inputTexture.read(grid);
const half r = inColor.r;
const half g = inColor.g;
const half b = inColor.b;
const half R = half(abs(g - b + g + r) * r);
const half G = half(abs(b - g + b + r) * r);
const half B = half(abs(b - g + b + r) * g);
const half4 outColor = half4(R, G, B, inColor.a);
outputTexture.write(outColor, grid);
}
油画实现原理
- 过滤器
这款滤镜采用并行计算编码器设计.compute(kernel: "C7OilPainting"),参数因子[radius, Float(pixel)]
对外开放参数
radius: 模糊半径;pixel: 像素颗粒度;
/// 油画滤镜
public struct C7OilPainting: C7FilterProtocol {
public var radius: Float = 3.0
public var pixel: Int = 1
public var modifier: Modifier {
return .compute(kernel: "C7OilPainting")
}
public var factors: [Float] {
return [radius, Float(pixel)]
}
public init(radius: Float = 3.0, pixel: Int = 1) {
self.radius = radius
self.pixel = pixel
}
}
- 着色器
kernel void C7OilPainting(texture2d<half, access::write> outputTexture [[texture(0)]],
texture2d<half, access::sample> inputTexture [[texture(1)]],
constant float *radius [[buffer(0)]],
constant float *pixel [[buffer(1)]],
uint2 grid [[thread_position_in_grid]]) {
constexpr sampler quadSampler(mag_filter::linear, min_filter::linear);
const float2 size = float2(*pixel) / float2(outputTexture.get_width(), outputTexture.get_height());
const float2 textureCoordinate = float2(grid) / float2(outputTexture.get_width(), outputTexture.get_height());
const float r = float(*radius);
const float n = float((r + 1.0) * (r + 1.0));
float3 m0 = float3(0.0);
float3 m1 = float3(0.0);
float3 s0 = float3(0.0);
float3 s1 = float3(0.0);
float3 color = float3(0.0);
for (float j = -r; j <= 0.0; ++j) {
for (float k = -r; k <= 0.0; ++k) {
color = float3(inputTexture.sample(quadSampler, textureCoordinate + float2(k,j) * size).rgb);
m0 += color;
s0 += color * color;
}
}
for (float j = -r; j <= 0.0; ++j) {
for (float k = 0.0; k <= r; ++k) {
color = float3(inputTexture.sample(quadSampler, textureCoordinate + float2(k,j) * size).rgb);
m1 += color;
s1 += color * color;
}
}
half4 outColor = half4(0.0h);
float min_sigma2 = 100.0;
m0 /= n;
s0 = abs(s0 / n - m0 * m0);
float sigma2 = s0.r + s0.g + s0.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
outColor = half4(half3(m0), 1.0h);
}
m1 /= n;
s1 = abs(s1 / n - m1 * m1);
sigma2 = s1.r + s1.g + s1.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
outColor = half4(half3(m1), 1.0h);
}
outputTexture.write(outColor, grid);
}
最后
- 慢慢再补充其他相关滤镜,喜欢就给我点个星🌟吧。
✌️.