如何提高 BlendEffect 的质量? Lumia 成像 3.0 和 UWP

How to improve BlendEffect quality? Lumia Imaging 3.0 & UWP

我正在开发一个将文本放入背景图像的应用程序。文本块作为 children 放置在 canvas 控件上,我将 canvas 渲染为 PNG。然后我使用 BlendEffect 将它与背景图像混合。

更新 此 post 专门针对 Lumia Imaging SDK 的链接效果。不幸的是,其中一位发表评论的人目光短浅,坚持认为我必须了解有损图像和无损图像之间的区别。在我的上下文中,这种意见就像告诉孩子如何在 Microsoft Paint 中保存图像一样有用。在其他评论中,he even arrogantly wish that I must be having tons of bugs in my app and am having some mental problem.

我是来学习Lumia Imaging的,明明遇到了一个没有那个SDK经验的人非要炫耀。然后给这个投了反对票post让自己心情好一点。

话虽如此,@Martin Liversage 指出这不仅仅是 JPEG 伪影,这很有帮助。我试过 几个链接步骤和选项,同时另存为 JPEG,实际上图像出现了不同 。虽然保存为 PNG 确实提高了质量,但仍然不是我所期望的。所以我在这里向任何有使用 SDK 个人经验的人询问我可以在我的代码中做些什么来改进我的结果。

这是我的代码

private async void saveChainedEffects(StorageFile file)
{
    var displayInformation = DisplayInformation.GetForCurrentView();
    var renderTargetBitmap = new RenderTargetBitmap();
    await renderTargetBitmap.RenderAsync(Textify.CanvasControl);
    var width = renderTargetBitmap.PixelWidth;
    var height = renderTargetBitmap.PixelHeight;
    IBuffer textBuffer = await renderTargetBitmap.GetPixelsAsync();
    byte[] pixels = textBuffer.ToArray();

    using (InMemoryRandomAccessStream memoryRas = new InMemoryRandomAccessStream())
    {
        //Encode foregroundtext to PNG
        var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, memoryRas);

        encoder.SetPixelData(BitmapPixelFormat.Bgra8,
                             BitmapAlphaMode.Straight,
                             (uint)width,
                             (uint)height,
                             displayInformation.LogicalDpi,
                             displayInformation.LogicalDpi,
                             pixels);

        await encoder.FlushAsync();

        IImageProvider effectBackground;

        if (SelectedEffect.Name == "No Effect")
        {
            effectBackground = imageProcessorRenderer.M_Source;
        }
        else
        {
            effectBackground = (SelectedEffect.GetEffectAsync(imageProcessorRenderer.M_Source, new Size(), new Size())).Result;
        }

        StreamImageSource streamForeground = new StreamImageSource(memoryRas.AsStream());

        //Sharpening the text has unintended consequences to I set to 0d
        using (SharpnessEffect sharpnessEffect = new SharpnessEffect(streamForeground, 0d) )
        using (BlendEffect blendEffect = new BlendEffect(effectBackground, sharpnessEffect, BlendFunction.Normal, 1.0f))
        {
            string errorMessage = null;
            Debug.WriteLine("M_SourceSize (Normalized) {0}", imageProcessorRenderer.M_SourceSize);
            Debug.WriteLine("PreviewSize {0}", imageProcessorRenderer.PreviewSize);

            try
            {
                using (var filestream = await file.OpenAsync(FileAccessMode.ReadWrite))
                using (var jpegRenderer = new JpegRenderer(blendEffect) { Size = imageProcessorRenderer.M_SourceSize, Quality = 1.0, RenderOptions = RenderOptions.Mixed })
                {
                    IBuffer jpegBuffer = await jpegRenderer.RenderAsync().AsTask().ConfigureAwait(false);
                    await filestream.WriteAsync(jpegBuffer);
                    await filestream.FlushAsync();
                }
            }
            catch (Exception exception)
            {
                errorMessage = exception.Message;
            }

            if (!string.IsNullOrEmpty(errorMessage))
            {
                var dialog = new MessageDialog(errorMessage);
                await dialog.ShowAsync();
            }
        }
    }
}

这是保存为 JPEG 之前在我的电脑屏幕上看到的图像

然后,当图像保存为 JPG 时,质量明显下降,如下所示。放大图片,注意字体边缘。

如果我想尽可能接近原始图像质量,我有哪些选择?

根据@Martin Liversage 和@Hans Passant 的反馈,我决定避免使用 JPEG,而是保存为 PNG。字体边缘的瑕疵大部分消失了。我来客,现在我只需要使用图像锐化来获得我想要的结果。

更新 我仍然没有达到我想要的质量水平,所以它不是简单地不使用 JPEG,一切都会完美。因此问题是,如何提高 BlendEffect 质量。

这是我的代码

private async void saveChainedEffects(StorageFile file)
{
    var displayInformation = DisplayInformation.GetForCurrentView();
    var renderTargetBitmap = new RenderTargetBitmap();
    await renderTargetBitmap.RenderAsync(Textify.CanvasControl);
    var width = renderTargetBitmap.PixelWidth;
    var height = renderTargetBitmap.PixelHeight;
    IBuffer textBuffer = await renderTargetBitmap.GetPixelsAsync();
    byte[] pixels = textBuffer.ToArray();

    using (InMemoryRandomAccessStream memoryRas = new InMemoryRandomAccessStream())
    {
        //Encode foregroundtext to PNG
        var encoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, memoryRas);

        encoder.SetPixelData(BitmapPixelFormat.Bgra8,
                             BitmapAlphaMode.Straight,
                             (uint)width,
                             (uint)height,
                             displayInformation.LogicalDpi,
                             displayInformation.LogicalDpi,
                             pixels);

        await encoder.FlushAsync(); 

        IImageProvider effectBackground;

        if (SelectedEffect.Name == "No Effect")
        {
            effectBackground = imageProcessorRenderer.M_Source;
        }
        else
        {
            effectBackground = (SelectedEffect.GetEffectAsync(imageProcessorRenderer.M_Source, new Size(), new Size())).Result;
        }

        StreamImageSource streamForeground = new StreamImageSource(memoryRas.AsStream());

        //Sharpen the text
        //using (SharpnessEffect sharpnessEffect = new SharpnessEffect(streamForeground, 0.3d) )
        using (BlendEffect blendEffect = new BlendEffect(effectBackground, streamForeground, BlendFunction.Normal, 1.0f))
        using (BitmapRenderer bitmapRenderer = new BitmapRenderer(blendEffect, ColorMode.Bgra8888))
        {


            Bitmap bitmap = await bitmapRenderer.RenderAsync();
            byte[] pixelBuffer = bitmap.Buffers[0].Buffer.ToArray();

            using (var stream = new InMemoryRandomAccessStream())
            {
                var pngEncoder = await BitmapEncoder.CreateAsync(BitmapEncoder.PngEncoderId, stream).AsTask().ConfigureAwait(false);

                pngEncoder.SetPixelData(BitmapPixelFormat.Bgra8, 
                    BitmapAlphaMode.Straight, 
                    (uint)bitmap.Dimensions.Width, 
                    (uint)bitmap.Dimensions.Height, 
                    displayInformation.LogicalDpi, 
                    displayInformation.LogicalDpi, 
                    pixelBuffer);

                await pngEncoder.FlushAsync().AsTask().ConfigureAwait(false);

                //Need an IBuffer, here is how to get one:
                using (var memoryStream = new MemoryStream())
                {
                    memoryStream.Capacity = (int)stream.Size;
                    var ibuffer = memoryStream.GetWindowsRuntimeBuffer();
                    await stream.ReadAsync(ibuffer, (uint)stream.Size, InputStreamOptions.None).AsTask().ConfigureAwait(false);
                    string errorMessage = null;

                    try
                    {
                        using (var filestream = await file.OpenAsync(FileAccessMode.ReadWrite))
                        {                                 
                            await filestream.WriteAsync(ibuffer);
                            await filestream.FlushAsync();
                        }
                    }
                    catch (Exception exception)
                    {
                        errorMessage = exception.Message;
                    }

                    if (!string.IsNullOrEmpty(errorMessage))
                    {
                        var dialog = new MessageDialog(errorMessage);
                        await dialog.ShowAsync();
                    }
                }
            }                
        }
    }
}

更新 2

我已经解决了这个问题,并希望与大家分享我的发现,以防有人遇到类似情况。事实证明,保存为 JPEG 或 PNG 并不是那么重要。虽然 PNG 确实改善了最终图像,但您必须注意以下几点

  1. 确保前景和背景图像具有相似的尺寸。默认情况下,Lumia Imaging 会拉伸前景以覆盖背景,并且不会考虑纵横比。

  2. 如果您需要调整前景大小,请在 renderTargetBitmap.RenderAsync 中使用允许您指定大小的重载。

  3. 避免使用 SoftwareBitmapRenderer 调整前景大小,尤其是在混合前处理透明图像时。对我来说,这影响了我的图像保真度并出于某种原因降低了颜色范围。

这就是预先渲染与背景完美融合的前景的方式。

private async Task<SoftwareBitmap> renderForeground()
{
    RenderTargetBitmap renderTargetBitmap = new RenderTargetBitmap();

    await renderTargetBitmap.RenderAsync(gridToRender, (int)imageProcessorRenderer.M_SourceSize.Width, (int)imageProcessorRenderer.M_SourceSize.Height);
    var width = renderTargetBitmap.PixelWidth;
    var height = renderTargetBitmap.PixelHeight;
    IBuffer textBuffer = await renderTargetBitmap.GetPixelsAsync();

    //Get the output into a software bitmap.
     var outputBitmap = new SoftwareBitmap(
         BitmapPixelFormat.Bgra8,
         width,
         height,
         BitmapAlphaMode.Premultiplied);

    outputBitmap.CopyFromBuffer(textBuffer);

    return outputBitmap;
}