如何使用OpenGL ES 2.0着色器执行这些图像处理任务?

时间:2011-04-29 09:05:26

标签: image-processing opengl-es glsl opengl-es-2.0

如何使用OpenGL ES 2.0着色器执行以下图像处理任务?

  • 色彩空间变换(RGB / YUV / HSL / Lab)
  • 旋转图像
  • 转换为草图
  • 转换为油画

2 个答案:

答案 0 :(得分:79)

我刚刚在我的开源GPUImage framework中添加了过滤器,它们执行了您描述的四个处理任务中的三个(旋转,草图过滤和转换为油画)。虽然我还没有将色彩空间变换作为滤镜,但我确实能够应用矩阵来转换颜色。

作为这些滤镜的实例,这里是棕褐色调颜色转换:

Sepia tone image

旋转失真:

Swirl distortion image

草图过滤器:

Sketch filter

最后,油画转换:

Oil painting conversion

请注意,所有这些过滤器都是在实时视频帧上完成的,除了最后一个过滤器之外的所有过滤器都可以在iOS设备摄像头的视频上实时运行。最后一个过滤器计算量很大,所以即使是着色器,在iPad 2上渲染也需要大约1秒钟。

棕褐色调滤镜基于以下颜色矩阵片段着色器:

 varying highp vec2 textureCoordinate;

 uniform sampler2D inputImageTexture;

 uniform lowp mat4 colorMatrix;
 uniform lowp float intensity;

 void main()
 {
     lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
     lowp vec4 outputColor = textureColor * colorMatrix;

     gl_FragColor = (intensity * outputColor) + ((1.0 - intensity) * textureColor);
 }

用矩阵

self.colorMatrix = (GPUMatrix4x4){
        {0.3588, 0.7044, 0.1368, 0},
        {0.2990, 0.5870, 0.1140, 0},
        {0.2392, 0.4696, 0.0912 ,0},
        {0,0,0,0},
    };

漩涡片段着色器基于this Geeks 3D example,并具有以下代码:

 varying highp vec2 textureCoordinate;

 uniform sampler2D inputImageTexture;

 uniform highp vec2 center;
 uniform highp float radius;
 uniform highp float angle;

 void main()
 {
     highp vec2 textureCoordinateToUse = textureCoordinate;
     highp float dist = distance(center, textureCoordinate);
     textureCoordinateToUse -= center;
     if (dist < radius)
     {
         highp float percent = (radius - dist) / radius;
         highp float theta = percent * percent * angle * 8.0;
         highp float s = sin(theta);
         highp float c = cos(theta);
         textureCoordinateToUse = vec2(dot(textureCoordinateToUse, vec2(c, -s)), dot(textureCoordinateToUse, vec2(s, c)));
     }
     textureCoordinateToUse += center;

     gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );

 }

使用Sobel边缘检测生成草图滤镜,边缘以不同的灰色阴影显示。着色器如下:

 varying highp vec2 textureCoordinate;

 uniform sampler2D inputImageTexture;

 uniform mediump float intensity;
 uniform mediump float imageWidthFactor; 
 uniform mediump float imageHeightFactor; 

 const mediump vec3 W = vec3(0.2125, 0.7154, 0.0721);

 void main()
 {
    mediump vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;

    mediump vec2 stp0 = vec2(1.0 / imageWidthFactor, 0.0);
    mediump vec2 st0p = vec2(0.0, 1.0 / imageHeightFactor);
    mediump vec2 stpp = vec2(1.0 / imageWidthFactor, 1.0 / imageHeightFactor);
    mediump vec2 stpm = vec2(1.0 / imageWidthFactor, -1.0 / imageHeightFactor);

    mediump float i00   = dot( textureColor, W);
    mediump float im1m1 = dot( texture2D(inputImageTexture, textureCoordinate - stpp).rgb, W);
    mediump float ip1p1 = dot( texture2D(inputImageTexture, textureCoordinate + stpp).rgb, W);
    mediump float im1p1 = dot( texture2D(inputImageTexture, textureCoordinate - stpm).rgb, W);
    mediump float ip1m1 = dot( texture2D(inputImageTexture, textureCoordinate + stpm).rgb, W);
    mediump float im10 = dot( texture2D(inputImageTexture, textureCoordinate - stp0).rgb, W);
    mediump float ip10 = dot( texture2D(inputImageTexture, textureCoordinate + stp0).rgb, W);
    mediump float i0m1 = dot( texture2D(inputImageTexture, textureCoordinate - st0p).rgb, W);
    mediump float i0p1 = dot( texture2D(inputImageTexture, textureCoordinate + st0p).rgb, W);
    mediump float h = -im1p1 - 2.0 * i0p1 - ip1p1 + im1m1 + 2.0 * i0m1 + ip1m1;
    mediump float v = -im1m1 - 2.0 * im10 - im1p1 + ip1m1 + 2.0 * ip10 + ip1p1;

    mediump float mag = 1.0 - length(vec2(h, v));
    mediump vec3 target = vec3(mag);

    gl_FragColor = vec4(mix(textureColor, target, intensity), 1.0);
 }

最后,使用Kuwahara过滤器生成油画外观。这个特殊的过滤器来自Jan Eric Kyprianidis和他的研究人员的杰出工作,如GPU Pro book中的文章“GPU上的各向异性Kuwahara过滤”所述。该着色器代码如下:

 varying highp vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform int radius;

 precision highp float;

 const vec2 src_size = vec2 (768.0, 1024.0);

 void main (void) 
 {
    vec2 uv = textureCoordinate;
    float n = float((radius + 1) * (radius + 1));

    vec3 m[4];
    vec3 s[4];
    for (int k = 0; k < 4; ++k) {
        m[k] = vec3(0.0);
        s[k] = vec3(0.0);
    }

    for (int j = -radius; j <= 0; ++j)  {
        for (int i = -radius; i <= 0; ++i)  {
            vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
            m[0] += c;
            s[0] += c * c;
        }
    }

    for (int j = -radius; j <= 0; ++j)  {
        for (int i = 0; i <= radius; ++i)  {
            vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
            m[1] += c;
            s[1] += c * c;
        }
    }

    for (int j = 0; j <= radius; ++j)  {
        for (int i = 0; i <= radius; ++i)  {
            vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
            m[2] += c;
            s[2] += c * c;
        }
    }

    for (int j = 0; j <= radius; ++j)  {
        for (int i = -radius; i <= 0; ++i)  {
            vec3 c = texture2D(inputImageTexture, uv + vec2(i,j) / src_size).rgb;
            m[3] += c;
            s[3] += c * c;
        }
    }


    float min_sigma2 = 1e+2;
    for (int k = 0; k < 4; ++k) {
        m[k] /= n;
        s[k] = abs(s[k] / n - m[k] * m[k]);

        float sigma2 = s[k].r + s[k].g + s[k].b;
        if (sigma2 < min_sigma2) {
            min_sigma2 = sigma2;
            gl_FragColor = vec4(m[k], 1.0);
        }
    }
 }

同样,这些都是GPUImage内的所有内置过滤器,因此您只需将该框架放入应用程序并开始在图像,视频和电影上使用它们,而无需触摸任何OpenGL ES。如果您想了解它的工作原理或进行调整,那么该框架的所有代码都可以在BSD许可下获得。

答案 1 :(得分:2)

您可以先查看此着色器列表here。如果你想多挖一点,我建议你查看找到的橙色书here