我需要对图像进行大幅下采样以准备感知哈希算法,例如从3024x4032到9x9图像,并且我想为此使用webgl(因为基本图像已经在{{ 1}}管线),并且当下采样率太大时,很快就会出现伪影。
以这种情况为例:
webgl
// WebGL2 - 2D Image
// from https://webgl2fundamentals.org/webgl/webgl-2d-image.html
"use strict";
var downscaleFactor = 0.5;
var vertexShaderSource = `#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec2 a_position;
in vec2 a_texCoord;
// Used to pass in the resolution of the canvas
uniform vec2 u_resolution;
// Used to pass the texture coordinates to the fragment shader
out vec2 v_texCoord;
// all shaders have a main function
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
// pass the texCoord to the fragment shader
// The GPU will interpolate this value between points.
v_texCoord = a_texCoord;
}
`;
var fragmentShaderSource = `#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
// our texture
uniform sampler2D u_image;
// the texCoords passed in from the vertex shader.
in vec2 v_texCoord;
// we need to declare an output for the fragment shader
out vec4 outColor;
void main() {
outColor = texture(u_image, v_texCoord);
}
`;
var image = new Image();
image.src = "https://i.imgur.com/AetKHN1.png";
image.crossOrigin = "anonymous";
image.onload = function() {
render(image);
};
function render(image) {
// Get A WebGL context
/** @type {HTMLCanvasElement} */
var canvas = document.getElementById("canvas");
var gl = canvas.getContext("webgl2");
if (!gl) {
return;
}
// setup GLSL program
var program = webglUtils.createProgramFromSources(gl, [vertexShaderSource, fragmentShaderSource]);
// look up where the vertex data needs to go.
var positionAttributeLocation = gl.getAttribLocation(program, "a_position");
var texCoordAttributeLocation = gl.getAttribLocation(program, "a_texCoord");
// lookup uniforms
var resolutionLocation = gl.getUniformLocation(program, "u_resolution");
var imageLocation = gl.getUniformLocation(program, "u_image");
// Create a vertex array object (attribute state)
var vao = gl.createVertexArray();
// and make it the one we're currently working with
gl.bindVertexArray(vao);
// Create a buffer and put a single pixel space rectangle in
// it (2 triangles)
var positionBuffer = gl.createBuffer();
// Turn on the attribute
gl.enableVertexAttribArray(positionAttributeLocation);
// Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
positionAttributeLocation, size, type, normalize, stride, offset);
// provide texture coordinates for the rectangle.
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(texCoordAttributeLocation);
var size = 2; // 2 components per iteration
var type = gl.FLOAT; // the data is 32bit floats
var normalize = false; // don't normalize the data
var stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position
var offset = 0; // start at the beginning of the buffer
gl.vertexAttribPointer(
texCoordAttributeLocation, size, type, normalize, stride, offset);
// Create a texture.
var texture = gl.createTexture();
// make unit 0 the active texture uint
// (ie, the unit all other texture commands will affect
gl.activeTexture(gl.TEXTURE0 + 0);
// Bind it to texture unit 0' 2D bind point
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set the parameters so we don't need mips and so we're not filtering
// and we don't repeat at the edges
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
// Upload the image into the texture.
var mipLevel = 0; // the largest mip
var internalFormat = gl.RGBA; // format we want in the texture
var srcFormat = gl.RGBA; // format of data we are supplying
var srcType = gl.UNSIGNED_BYTE; // type of data we are supplying
gl.texImage2D(gl.TEXTURE_2D,
mipLevel,
internalFormat,
srcFormat,
srcType,
image);
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
// Tell WebGL how to convert from clip space to pixels
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// Clear the canvas
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell it to use our program (pair of shaders)
gl.useProgram(program);
// Bind the attribute/buffer set we want.
gl.bindVertexArray(vao);
// Pass in the canvas resolution so we can convert from
// pixels to clipspace in the shader
gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height);
// Tell the shader to get the texture from texture unit 0
gl.uniform1i(imageLocation, 0);
// Bind the position buffer so gl.bufferData that will be called
// in setRectangle puts data in the position buffer
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
// Set a rectangle the same size as the image.
setRectangle(gl, 0, 0, downscaleFactor * image.width, downscaleFactor * image.height);
// Draw the rectangle.
var primitiveType = gl.TRIANGLES;
var offset = 0;
var count = 6;
gl.drawArrays(primitiveType, offset, count);
}
function setRectangle(gl, x, y, width, height) {
var x1 = x;
var x2 = x + width;
var y1 = y;
var y2 = y + height;
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
x1, y1,
x2, y1,
x1, y2,
x1, y2,
x2, y1,
x2, y2,
]), gl.STATIC_DRAW);
}
body {
margin: 0;
}
canvas {
width: 500px;
height: 500px;
display: block;
}
在使用<canvas id="canvas"></canvas>
<!--
for most samples webgl-utils only provides shader compiling/linking and
canvas resizing because why clutter the examples with code that's the same in every sample.
See http://webgl2fundamentals.org/webgl/lessons/webgl-boilerplate.html
and http://webgl2fundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html
for webgl-utils, m3, m4, and webgl-lessons-ui.
-->
<script src="https://webgl2fundamentals.org/webgl/resources/webgl-utils.js"></script>
设置基本图像的情况下,使用gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
可以很好地调整图像的大小,直到在出现伪影并且变得丑陋时我进一步减小了该因素(尝试downscaleFactor >= 0.5
在第6行并运行)。
我尝试使用双线性插值函数更改片段着色器的downscaleFactor = 0.15
,但问题仍然存在。
texture
当我尝试使用照片编辑软件对图像进行下采样时,我得到了预期的平滑结果(此处为双线性)。什么策略可以产生相同的结果? (可能是一次通过)
答案 0 :(得分:0)
使用Trilinear filtering和Mip Mapping可以提高缩小纹理的质量。
为此,纹理纹理最小化功能('data'
)必须设置为krs_podmioty.person_id
,gl.TEXTURE_MIN_FILTER
,gl.NEAREST_MIPMAP_NEAREST
或gl.NEAREST_MIPMAP_LINEAR
中的一个-参见{ {3}}。
此外,可以通过gl.LINEAR_MIPMAP_NEAREST
自动生成mip贴图-请参见WebGL 2.0 Specification; 3.7.6 Texture objects-甚至可以通过将不同的图像加载到纹理层来手动生成。
gl.LINEAR_MIPMAP_LINEAR