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    2. 使用抖动将 24 位位图转换为 16 位的好的、优化的 C/C++ 算法是什么?

      What is a good, optimized C/C++ algorithm for converting a 24-bit bitmap to 16-bit with dithering?(使用抖动将 24 位位图转换为 16 位的好的、优化的 C/C++ 算法是什么?)
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              1. 本文介绍了使用抖动将 24 位位图转换为 16 位的好的、优化的 C/C++ 算法是什么?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

                问题描述

                我一直在寻找一种优化(即快速)算法,使用抖动将 24 位 RGB 位图转换为 16 位 (RGB565) 位图.我正在寻找 C/C++ 中的一些东西,我可以在其中实际控制如何应用抖动.GDI+ 似乎提供了一些方法,但我不知道它们是否会抖动.而且,如果他们确实抖动,他们使用的是什么机制(Floyd-Steinberg?)

                I've been looking for an optimized (i.e., quick) algorithm that converts a 24-bit RGB bitmap to a 16-bit (RGB565) bitmap using dithering. I'm looking for something in C/C++ where I can actually control how the dithering is applied. GDI+ seems to provide some methods, but I can't tell if they dither or not. And, if they do dither, what mechanism are they using (Floyd-Steinberg?)

                有没有人有使用抖动进行位图颜色深度转换的好例子?

                Does anyone have a good example of bitmap color-depth conversion with dithering?

                推荐答案

                正如您提到的,Floyd-Steinberg 抖动方法很受欢迎,因为它简单快速.对于 24 位和 16 位颜色之间的细微差异,结果在视觉上几乎是最佳的.

                As you mentioned, the Floyd-Steinberg dithering method is popular because it's simple and fast. For the subtle differences between 24-bit and 16-bit color the results will be nearly optimal visually.

                有人建议我使用示例图片 Lena 但我决定反对;尽管它作为测试图像的历史悠久,但我认为它对于现代情感来说过于性别歧视.相反,我展示了一张我自己的照片.首先是原始的,然后转换为抖动的 RGB565(并转换回 24 位用于显示).

                It was suggested that I use the sample picture Lena but I decided against it; despite its long history as a test image I consider it too sexist for modern sensibilities. Instead I present a picture of my own. First up is the original, followed by the conversion to dithered RGB565 (and converted back to 24-bit for display).

                和代码,在 C++ 中:

                And the code, in C++:

                inline BYTE Clamp(int n)
                {
                    n = n>255 ? 255 : n;
                    return n<0 ? 0 : n;
                }
                
                struct RGBTriplet
                {
                    int r;
                    int g;
                    int b;
                    RGBTriplet(int _r = 0, int _g = 0, int _b = 0) : r(_r), g(_g), b(_b) {};
                };
                
                void RGB565Dithered(const BYTE * pIn, int width, int height, int strideIn, BYTE * pOut, int strideOut)
                {
                    std::vector<RGBTriplet> oldErrors(width + 2);
                    for (int y = 0;  y < height;  ++y)
                    {
                        std::vector<RGBTriplet> newErrors(width + 2);
                        RGBTriplet errorAhead;
                        for (int x = 0;  x < width;  ++x)
                        {
                            int b = (int)(unsigned int)pIn[3*x] + (errorAhead.b + oldErrors[x+1].b) / 16;
                            int g = (int)(unsigned int)pIn[3*x + 1] + (errorAhead.g + oldErrors[x+1].g) / 16;
                            int r = (int)(unsigned int)pIn[3*x + 2] + (errorAhead.r + oldErrors[x+1].r) / 16;
                            int bAfter = Clamp(b) >> 3;
                            int gAfter = Clamp(g) >> 2;
                            int rAfter = Clamp(r) >> 3;
                            int pixel16 = (rAfter << 11) | (gAfter << 5) | bAfter;
                            pOut[2*x] = (BYTE) pixel16;
                            pOut[2*x + 1] = (BYTE) (pixel16 >> 8);
                            int error = r - ((rAfter * 255) / 31);
                            errorAhead.r = error * 7;
                            newErrors[x].r += error * 3;
                            newErrors[x+1].r += error * 5;
                            newErrors[x+2].r = error * 1;
                            error = g - ((gAfter * 255) / 63);
                            errorAhead.g = error * 7;
                            newErrors[x].g += error * 3;
                            newErrors[x+1].g += error * 5;
                            newErrors[x+2].g = error * 1;
                            error = b - ((bAfter * 255) / 31);
                            errorAhead.b = error * 7;
                            newErrors[x].b += error * 3;
                            newErrors[x+1].b += error * 5;
                            newErrors[x+2].b = error * 1;
                        }
                        pIn += strideIn;
                        pOut += strideOut;
                        oldErrors.swap(newErrors);
                    }
                }
                

                我不保证这段代码是完美的,我已经不得不修复我在另一条评论中提到的那些细微错误之一.但是它确实产生了上述结果.它采用 Windows 使用的 BGR 顺序的 24 位像素,并以小端顺序生成 R5G6B5 16 位像素.

                I won't guarantee this code is perfect, I already had to fix one of those subtle errors that I alluded to in another comment. However it did generate the results above. It takes 24-bit pixels in BGR order as used by Windows, and produces R5G6B5 16-bit pixels in little endian order.

                这篇关于使用抖动将 24 位位图转换为 16 位的好的、优化的 C/C++ 算法是什么?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!

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