How to increase RGB darkness? - actionscript-3

I am trying to increase darkness of RGB using pure math without relying on any framework ..
So, here is my implementation:
Provided with R, G, B ( each from 0 to 256 ) & darknessFactor ( 0 to 1 )
// this is a pseudocode
r*= darknessFactor;
g*= darknessFactor;
b*= darknessFactor;
r= int (r);
g= int (g);
b= int (b);
g <<= 8;
r <<= 16;
final_color= b + g + r ;
Then, when I tried to use it against R= 00, G= 256, B= 0, darknessFactor= 0.1, I get a result near to dark red!
Any idea?
EDIT
Would ColorTransform of actionScript 3 solve this problem?

In principle, your pseudo-code looks good, so there must be a problem in your actual code. Although it is really strange that you would have a red result with a green input. With your code, that would be possible for a factor bigger than one, because you're not clamping the channels, so the green channel could overflow into the red one.
This will work:
function clamp(channel:Float) {
var v = Std.int(channel);
return
if (v < 0) 0;
else if (v > 0xFF) 0xFF;
else v;
}
function darken(color:Int, factor:Float) {
var r = (color >> 16) & 0xFF;
var g = (color >> 8) & 0xFF;
var b = color & 0xFF;
return
(clamp(r * factor) << 16)
+ (clamp(g * factor) << 8)
+ clamp(b * factor);
}
You can test it here: http://try.haxe.org/#b328e

you should use HSV intead of RGB.
first, RGB convert to HSV.
second, decrease v(brightness[0 to 1]).
finally, HSV convert to RGB.
you can easily implement converting program.
or, can find library.

ColorTransform would be the simplest way to solve this problem without writing any new code.
See here.
The multiplier properties would be what you want in order to darken the current colour.
var colorInfo:ColorTransform = myDisplayObject.transform.colorTransform;
// Make some color transformations here.
// Reduce colour by 10%
colorInfo.redMultiplier = 0.9;
colorInfo.greenMultiplier = 0.9;
colorInfo.blueMultiplier = 0.9;
// Commit the change.
myDisplayObject.transform.colorTransform = colorInfo;

For an RGB(R1,G1,B1), the new RGB(R2,G2,B2) darkened by the percentage/factor of p% should be:
R2 = R1 - (R1/100)*P
G2 = G1 - (G1/100)*P
B2 = B1 - (B1/100)*P
This is only the solution to your specific problem. If you want to work on something more advanced then please have a look at HSL color space and how to work with its L factor.

Related

Surfaces with different colormaps

How can multiple surfaces be plotted on the axes but surfaces uses a different colormap?.
Using colormap("...") changes it for the entire figure, not just a single surface.
Thanks
Do You mean on same axes?
I haven't found a function that does this directly. But it is possible to pass the desired colors in the surf function.
Way I found:
Convert the data to a 0-1 scale and then convert to the desired colormap.
Example with hot and jet colormaps:
tx = ty = linspace (-8, 8, 41)';
[xx, yy] = meshgrid (tx, ty);
r = sqrt (xx .^ 2 + yy .^ 2) + eps;
tz = sin (r) ./ r ;
function normalized = normalize_01(data)
data_min = min(min(data))
data_max = max(max(data))
normalized = (data - data_min)/(data_max - data_min)
endfunction
function rgb = data2rgb(data, color_bits, cmap)
grays = normalize_01(data)
indexes = gray2ind(grays, color_bits)
rgb = ind2rgb(indexes, cmap)
endfunction
color_bits = 128
cmap_1 = hot(color_bits)
rgb_1 = data2rgb(tz, color_bits, cmap_1)
surf(tx, ty, tz, rgb_1)
hold on
cmap_2 = jet(color_bits)
rgb_2 = data2rgb(tz+3, color_bits, cmap_2)
surf(tx, ty, tz+3, rgb_2)
But if you also need a colorbar, this way might not be useful. Unless you find a way to manually add two colorbar like I did with the cmap.

Actionscript HsvToRgb not work with white

I'm trying to convert rgb to hsv in as3. I've a function that seems work well except with white color (255,255,255)
This is my function:
public function RgbToHsv(red:Number, grn:Number, blu:Number):Object
{
var x, val, f, i, hue, sat, val;
red/=255;
grn/=255;
blu/=255;
x = Math.min(Math.min(red, grn), blu);
val = Math.max(Math.max(red, grn), blu);
if (x==val){
return({h:undefined, s:0, v:val*100});
}
f = (red == x) ? grn-blu : ((grn == x) ? blu-red : red-grn);
i = (red == x) ? 3 : ((grn == x) ? 5 : 1);
hue = Math.floor((i-f/(val-x))*60)%360;
sat = Math.floor(((val-x)/val)*100);
val = Math.floor(val*100);
return({h:hue, s:sat, v:val});
}
The problem is that when I pass white rgb (255,255,255) I get this: h:null,s:0,v:100
You're dividing by zero for hue when the value is white.
val = Math.max(Math.max(red, grn), blu) = Math.max( Math.max( 255, 255 ), 255 ) = 255;
x = Math.min(Math.min(red, grn), blu) = Math.min(Math.min(255, 255), 255) = 255;
val - x = 255 - 255 = 0;
hue = Math.floor(( i - f / ( val - x )) * 60) % 360;
x / 0 in AS3 (and most languages) is NaN (or null in this case because you are not typing your objects. AS3 is a strict datatype language. Every object must be typed).
I'm not sure how to fix the problem as I have not had to work with color theory or color algorithms in 18 months, but that is definitely the issue. Hue will actually be NaN/null every time you have a color with equal parts red, green, and blue for this reason (so not just white. Any grayscale color should result in the same issue)
The solution is pretty simple. Josh give a good point of view, so I simply changed this line:
if (x==val){
return({h:undefined, s:0, v:val*100});
}
to
if (x==val){
return({h:0, s:0, v:val*100});
}

Applying 16 bit colour on AS3 Graphics API

I need to write a function that draws pixels using 16 bit colour values. I am currently using following code to draw each pixels.
var pixel:Shape = new Shape();
pixel.graphics.beginFill(//16bit colour value);
pixel.graphics.drawRect (xVal, yVal, pixelWidth, pixelHeight);
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Graphics.html
I need to apply 16 bit colour value (such as 111110000000000b, red colour) to above Graphics API function, however it seems like the function require 32 bit RGB colour value. I have also had a look at other possible approaches such as ...
BitmapData()
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BitmapData.html#BitmapData()
But it also requires 32 bit RGB values. Is there an API in AS3 that handles this issue? Or is there a formula that can seemingly convert a 16 bit colour value into a 32 bit colour value?
Port of c++ code from Convert 16bit colour to 32bit to AS3:
public static function rgb16ToRgb32(a:uint):uint
{
/* 1. Extract the red, green and blue values */
/* from rrrr rggg gggb bbbb */
var r:uint = (a & 0xF800) >> 11;
var g:uint = (a & 0x07E0) >> 5;
var b:uint = (a & 0x001F);
/* 2. Convert them to 0-255 range:
There is more than one way. You can just shift them left:
to 00000000 rrrrr000 gggggg00 bbbbb000
r <<= 3;
g <<= 2;
b <<= 3;
But that means your image will be slightly dark and
off-colour as white 0xFFFF will convert to F8,FC,F8
So instead you can scale by multiply and divide: */
r = r * 255 / 31;
g = g * 255 / 63;
b = b * 255 / 31;
/* This ensures 31/31 converts to 255/255 */
/* 3. Construct your 32-bit format (this is 0RGB): */
return (r << 16) | (g << 8) | b;
/* Or for BGR0:
return (r << 8) | (g << 16) | (b << 24);
*/
}
Test:
var reb16b:String = "1111100000000000b";
var red16:uint = parseInt(reb16b, 2);
trace("red16 = "+reb16b+ " [0x"+red16.toString(16).toUpperCase()+"]");
var red32:uint = rgb16ToRgb32(red16);
trace("red32 = 0x"+red32.toString(16).toUpperCase());
output:
red16 = 1111100000000000b [0xF800]
red32 = 0xFF0000
So you can draw 16 bit red color rec with the code:
var pixel:Shape = new Shape();
pixel.graphics.beginFill(rgb16ToRgb32(0xF800));
pixel.graphics.drawRect (xVal, yVal, pixelWidth, pixelHeight);

get skew or rotation value from affine transformation matrix

I'm trying to get the skew values out of a transformation matrix in a flash movie clip. The transformation matrix is represented by
a b tx
c d ty
0 0 1
I have no information on what kind of transformation is performed and which comes first. I do know that in flash, you may only rotate OR skew a movie clip (correct me if I am wrong). I can get scale values from scaleX and scaleY properties of the movie clip. I believe translation does not quite matter i can just equate tx and ty to zero.
so my question has 2 parts. How do I determine if a skew or a rotation had been applied, and how do I get the respective values?
The 2D rotation matrix is
cos(theta) -sin(theta)
sin(theta) cos(theta)
so if you have no scaling or shear applied,
a = d
and
c = -b
and the angle of rotation is
theta = asin(c) = acos(a)
If you've got scaling applied and can recover the scaling factors sx and sy, just divide the first row by sx and the second by sy in your original transformation matrix and then recover the rotation angle as above.
If you've got a shear (skew) applied anywhere in there, I'm with the previous commenters, it might not be possible except in very limited cases (such as shear in only one known direction at a time and in a known order).
You need to do a polar decomposition. This Wikipedia article explains how it works:
http://en.wikipedia.org/wiki/Polar_decomposition
Here is the code I wrote for my own program using the OpenCV library.
const double PI = 3.141592653;
cv::Mat rotationOutput = cv::Mat::zeros(warp00.size(),CV_64F);
cv::Mat_<double>::iterator rotIter = rotationOutput.begin<double>();
cv::Mat_<double>::iterator warp00Iter = warp00.begin<double>();
cv::Mat_<double>::iterator warp01Iter = warp01.begin<double>();
cv::Mat_<double>::iterator warp10Iter = warp10.begin<double>();
cv::Mat_<double>::iterator warp11Iter = warp11.begin<double>();
for(; warp00Iter != warp00.end<double>(); ++warp00Iter, ++warp01Iter, ++warp10Iter,
++warp11Iter, ++rotIter){
cv::Matx22d fMatrix(*warp00Iter,*warp01Iter, *warp10Iter, *warp11Iter);
cv::Matx22d cMatrix;
cv::Matx22d cMatSqrt(0.,0.,0.,0.);
cv::mulTransposed(fMatrix, cMatrix, true);
cv::Matx21d eigenVals;
cv::Matx22d eigenVecs;
if((cMatrix(0,0) !=0.) && (cMatrix(1,1) !=0.)){
if(cv::eigen(cMatrix,true,eigenVals,eigenVecs)){
cMatSqrt = eigenVecs.t()*
cv::Matx22d(sqrt(eigenVals(0,0)),0.,0.,sqrt(eigenVals(1,0)))*eigenVecs;
}
}
cv::Matx22d rMat = fMatrix*cMatSqrt.inv();
*rotIter = atan(rMat(1,0)/rMat(0,0));
}
warp00, warp01, warp10 and warp11 contains the first 4 params of the affine transform (translation params warp02 and warp12 are not needed). IN your case it would be a,b,c,d.
You'll notice in the wikipedia article that you need to compute the square root of a matrix. The only way to do so is by computing the eigen values, then compute their square roots and rotate the diagonal matrix back to the original coordinate system.
It's complicated, but it is the only way to compute the rotations when you have an affine transform.
In my case, I only cared about the rotations, so my code won't give you the skew.
The term for this is matrix decomposition. Here is a solution that includes skew as described by Frédéric Wang.
Works when transforms are applied in this order: skew, scale, rotate, translate.
function decompose_2d_matrix(mat) {
var a = mat[0];
var b = mat[1];
var c = mat[2];
var d = mat[3];
var e = mat[4];
var f = mat[5];
var delta = a * d - b * c;
let result = {
translation: [e, f],
rotation: 0,
scale: [0, 0],
skew: [0, 0],
};
// Apply the QR-like decomposition.
if (a != 0 || b != 0) {
var r = Math.sqrt(a * a + b * b);
result.rotation = b > 0 ? Math.acos(a / r) : -Math.acos(a / r);
result.scale = [r, delta / r];
result.skew = [Math.atan((a * c + b * d) / (r * r)), 0];
} else if (c != 0 || d != 0) {
var s = Math.sqrt(c * c + d * d);
result.rotation =
Math.PI / 2 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
result.scale = [delta / s, s];
result.skew = [0, Math.atan((a * c + b * d) / (s * s))];
} else {
// a = b = c = d = 0
}
return result;
}
First, you can do both skew and rotate, but you have to select the order first. A skew matrix is explained here, to add a skew matrix to a transformation you create a new matrix and do yourTransformMatrix.concat(skewMatrix);
I can't currently say if you can retrieve values for transformation in terms of "rotation angle", "skew_X angle", "skew_Y angle", "translation_X","translation_Y", this in general is a nonlinear equation system which might not have a solution for a specific matrix.

HTML5 Canvas image contrast

I've been writing an image processing program which applies effects through HTML5 canvas pixel processing. I've achieved Thresholding, Vintaging, and ColorGradient pixel manipulations but unbelievably I cannot change the contrast of the image!
I've tried multiple solutions but I always get too much brightness in the picture and less of a contrast effect and I'm not planning to use any Javascript libraries since I'm trying to achieve these effects natively.
The basic pixel manipulation code:
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
//Note: data[i], data[i+1], data[i+2] represent RGB respectively
data[i] = data[i];
data[i+1] = data[i+1];
data[i+2] = data[i+2];
}
Pixel manipulation example
Values are in RGB mode which means data[i] is the Red color. So if data[i] = data[i] * 2; the brightness will be increased to twice for the Red channel of that pixel. Example:
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
//Note: data[i], data[i+1], data[i+2] represent RGB respectively
//Increases brightness of RGB channel by 2
data[i] = data[i]*2;
data[i+1] = data[i+1]*2;
data[i+2] = data[i+2]*2;
}
*Note: I'm not asking you guys to complete the code! That would just be a favor! I'm asking for an algorithm (even Pseudo code) that shows how Contrast in pixel manipulation is possible!
I would be glad if someone can provide a good algorithm for Image Contrast in HTML5 canvas.
A faster option (based on Escher's approach) is:
function contrastImage(imgData, contrast){ //input range [-100..100]
var d = imgData.data;
contrast = (contrast/100) + 1; //convert to decimal & shift range: [0..2]
var intercept = 128 * (1 - contrast);
for(var i=0;i<d.length;i+=4){ //r,g,b,a
d[i] = d[i]*contrast + intercept;
d[i+1] = d[i+1]*contrast + intercept;
d[i+2] = d[i+2]*contrast + intercept;
}
return imgData;
}
Derivation similar to the below; this version is mathematically the same, but runs much faster.
Original answer
Here is a simplified version with explanation of an approach already discussed (which was based on this article):
function contrastImage(imageData, contrast) { // contrast as an integer percent
var data = imageData.data; // original array modified, but canvas not updated
contrast *= 2.55; // or *= 255 / 100; scale integer percent to full range
var factor = (255 + contrast) / (255.01 - contrast); //add .1 to avoid /0 error
for(var i=0;i<data.length;i+=4) //pixel values in 4-byte blocks (r,g,b,a)
{
data[i] = factor * (data[i] - 128) + 128; //r value
data[i+1] = factor * (data[i+1] - 128) + 128; //g value
data[i+2] = factor * (data[i+2] - 128) + 128; //b value
}
return imageData; //optional (e.g. for filter function chaining)
}
Notes
I have chosen to use a contrast range of +/- 100 instead of the original +/- 255. A percentage value seems more intuitive for users, or programmers who don't understand the underlying concepts. Also, my usage is always tied to UI controls; a range from -100% to +100% allows me to label and bind the control value directly instead of adjusting or explaining it.
This algorithm doesn't include range checking, even though the calculated values can far exceed the allowable range - this is because the array underlying the ImageData object is a Uint8ClampedArray. As MSDN explains, with a Uint8ClampedArray the range checking is handled for you:
"if you specified a value that is out of the range of [0,255], 0 or 255 will be set instead."
Usage
Note that while the underlying formula is fairly symmetric (allows round-tripping), data is lost at high levels of filtering because pixels only allow integer values. For example, by the time you de-saturate an image to extreme levels (>95% or so), all the pixels are basically a uniform medium gray (within a few digits of the average possible value of 128). Turning the contrast back up again results in a flattened color range.
Also, order of operations is important when applying multiple contrast adjustments - saturated values "blow out" (exceed the clamped max value of 255) quickly, meaning highly saturating and then de-saturating will result in a darker image overall. De-saturating and then saturating however doesn't have as much data loss, because the highlight and shadow values get muted, instead of clipped (see explanation below).
Generally speaking, when applying multiple filters it's better to start each operation with the original data and re-apply each adjustment in turn, rather than trying to reverse a previous change - at least for image quality. Performance speed or other demands may dictate differently for each situation.
Code Example:
function contrastImage(imageData, contrast) { // contrast input as percent; range [-1..1]
var data = imageData.data; // Note: original dataset modified directly!
contrast *= 255;
var factor = (contrast + 255) / (255.01 - contrast); //add .1 to avoid /0 error.
for(var i=0;i<data.length;i+=4)
{
data[i] = factor * (data[i] - 128) + 128;
data[i+1] = factor * (data[i+1] - 128) + 128;
data[i+2] = factor * (data[i+2] - 128) + 128;
}
return imageData; //optional (e.g. for filter function chaining)
}
$(document).ready(function(){
var ctxOrigMinus100 = document.getElementById('canvOrigMinus100').getContext("2d");
var ctxOrigMinus50 = document.getElementById('canvOrigMinus50').getContext("2d");
var ctxOrig = document.getElementById('canvOrig').getContext("2d");
var ctxOrigPlus50 = document.getElementById('canvOrigPlus50').getContext("2d");
var ctxOrigPlus100 = document.getElementById('canvOrigPlus100').getContext("2d");
var ctxRoundMinus90 = document.getElementById('canvRoundMinus90').getContext("2d");
var ctxRoundMinus50 = document.getElementById('canvRoundMinus50').getContext("2d");
var ctxRound0 = document.getElementById('canvRound0').getContext("2d");
var ctxRoundPlus50 = document.getElementById('canvRoundPlus50').getContext("2d");
var ctxRoundPlus90 = document.getElementById('canvRoundPlus90').getContext("2d");
var img = new Image();
img.onload = function() {
//draw orig
ctxOrig.drawImage(img, 0, 0, img.width, img.height, 0, 0, 100, 100); //100 = canvas width, height
//reduce contrast
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.98);
ctxOrigMinus100.putImageData(origBits, 0, 0);
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.5);
ctxOrigMinus50.putImageData(origBits, 0, 0);
// add contrast
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .5);
ctxOrigPlus50.putImageData(origBits, 0, 0);
var origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .98);
ctxOrigPlus100.putImageData(origBits, 0, 0);
//round-trip, de-saturate first
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.98);
contrastImage(origBits, .98);
ctxRoundMinus90.putImageData(origBits, 0, 0);
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, -.5);
contrastImage(origBits, .5);
ctxRoundMinus50.putImageData(origBits, 0, 0);
//do nothing 100 times
origBits = ctxOrig.getImageData(0, 0, 100, 100);
for(i=0;i<100;i++){
contrastImage(origBits, 0);
}
ctxRound0.putImageData(origBits, 0, 0);
//round-trip, saturate first
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .5);
contrastImage(origBits, -.5);
ctxRoundPlus50.putImageData(origBits, 0, 0);
origBits = ctxOrig.getImageData(0, 0, 100, 100);
contrastImage(origBits, .98);
contrastImage(origBits, -.98);
ctxRoundPlus90.putImageData(origBits, 0, 0);
};
img.src = 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";
});
canvas {width: 100px; height: 100px}
div {text-align:center; width:120px; float:left}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div>
<canvas id="canvOrigMinus100" width="100" height="100"></canvas>
-98%
</div>
<div>
<canvas id="canvOrigMinus50" width="100" height="100"></canvas>
-50%
</div>
<div>
<canvas id="canvOrig" width="100" height="100"></canvas>
Original
</div>
<div>
<canvas id="canvOrigPlus50" width="100" height="100"></canvas>
+50%
</div>
<div>
<canvas id="canvOrigPlus100" width="100" height="100"></canvas>
+98%
</div>
<hr/>
<div style="clear:left">
<canvas id="canvRoundMinus90" width="100" height="100"></canvas>
Round-trip <br/> (-98%, +98%)
</div>
<div>
<canvas id="canvRoundMinus50" width="100" height="100"></canvas>
Round-trip <br/> (-50%, +50%)
</div>
<div>
<canvas id="canvRound0" width="100" height="100"></canvas>
Round-trip <br/> (0% 100x)
</div>
<div>
<canvas id="canvRoundPlus50" width="100" height="100"></canvas>
Round-trip <br/> (+50%, -50%)
</div>
<div>
<canvas id="canvRoundPlus90" width="100" height="100"></canvas>
Round-trip <br/> (+98%, -98%)
</div>
Explanation
(Disclaimer - I am not an image specialist or a mathematician. I am trying to provide a common-sense explanation with minimal technical details. Some hand-waving below, e.g. 255=256 to avoid indexing issues, and 127.5=128, for simplifying the numbers.)
Since, for a given pixel, the possible number of non-zero values for a color channel is 255, the "no-contrast", average value of a pixel is 128 (or 127, or 127.5 if you want argue, but the difference is negligible). For purposed of this explanation, the amount of "contrast" is the distance from the current value to the average value (128). Adjusting the contrast means increasing or decreasing the difference between the current value and the average value.
The problem the algorithm solves then is to:
Chose a constant factor to adjust contrast by
For each color channel of each pixel, scale "contrast" (distance from average) by that constant factor
Or, as hinted at in the CSS spec, simply choosing the slope and intercept of a line:
<feFuncR type="linear" slope="[amount]" intercept="-(0.5 * [amount]) + 0.5"/>
Note the term type='linear'; we are doing linear contrast adjustment in RGB color space, as opposed to a quadratic scaling function, luminence-based adjustment, or histogram matching.
If you recall from geometry class, the formula for a line is y=mx+b. y is the final value we are after, the slope m is the contrast (or factor), x is the initial pixel value, and b is the intercept of the y-axis (x=0), which shifts the line vertically. Recall also that since the y-intercept is not at the origin (0,0), the formula can also be represented as y=m(x-a)+b, where a is the x-offset shifting the line horizontally.
For our purposes, this graph represents the input value (x-axis) and the result (y-axis). We already know that b, the y-intercept (for m=0, no contrast) must be 128 (which we can check against the 0.5 from the spec - 0.5 * the full range of 256 = 128). x is our original value, so all we need is to figure out the slope m and x-offset a.
First, the slope m is "rise over run", or (y2-y1)/(x2-x1) - so we need 2 points known to be on the desired line. Finding these points requires bringing a few things together:
Our function takes the shape of a line-intercept graph
The y-intercept is at b = 128 - regardless of the slope (contrast).
The maximum expected 'y' value is 255, and the minimum is 0
The range of possible 'x' values is 256
A neutral value should always stay neutral: 128 => 128 regardless of slope
A contrast adjustment of 0 should result in no change between input and output; that is, a 1:1 slope.
Taking all these together, we can deduce that regardless of the contrast (slope) applied, our resulting line will be centered at (and pivot around) 128,128. Since our y-intercept is non-zero, the x-intercept is also non-zero; we know the x-range is 256 wide and is centered in the middle, so it must be offset by half of the possible range: 256 / 2 = 128.
So now for y=m(x-a)+b, we know everything except m. Recall two more important points from geometry class:
Lines have the same slope even if their location changes; that is, m stays the same regardless of the values of a and b.
The slope of a line can be found using any 2 points on the line
To simplify the slope discussion, let's move the coordinate origin to the x-intercept (-128) and ignore a and b for a moment. Our original line will now pivot through (0,0), and we know a second point on the line lies away the full range of both x (input) and y (output) at (255,255).
We'll let the new line pivot at (0,0), so we can use that as one of the points on the new line that will follow our final contrast slope m. The second point can be determined by moving the current end at (255,255) by some amount; since we are limited to a single input (contrast) and using a linear function, this second point will be moved equally in the x and y directions on our graph.
The (x,y) coordinates of the 4 possible new points will be 255 +/- contrast. Since increasing or decreasing both x and y would keep us on the original 1:1 line, let's just look at +x, -y and -x, +y as shown.
The steeper line (-x, +y) is associated with a positive contrast adjustment; it's (x,y) coordinates are (255 - contrast,255 + contrast). The coordinates of the shallower line (negative contrast) are found the same way. Notice that the biggest meaningful value of contrast will be 255 - the most that the initial point of (255,255) can be translated before resulting in a vertical line (full contrast, all black or white) or a horizontal line (no contrast, all gray).
So now we have the coordinates of two points on our new line - (0,0) and (255 - contrast,255 + contrast). We plug this into the slope equation, and then plug that into the full line equation, using all the parts from before:
y = m(x-a) + b
m = (y2-y1)/(x2-x1) =>
((255 + contrast) - 0)/((255 - contrast) - 0) =>
(255 + contrast)/(255 - contrast)
a = 128
b = 128
y = (255 + contrast)/(255 - contrast) * (x - 128) + 128 QED
The math-minded will notice that the resulting m or factor is a scalar (unitless) value; you can use any range you want for contrast as long as it matches the constant (255) in the factor calculation. For example, a contrast range of +/-100 and factor = (100 + contrast)/(100.01 - contrast), which is was I really use to eliminate the step of scaling to 255; I just left 255 in the code at the top to simplify the explanation.
Note about the "magic" 259
The source article uses a "magic" 259, although the author admits he doesn't remember why:
"I can’t remember if I had calculated this myself or if I’ve read it in a book or online.".
259 should really be 255 or perhaps 256 - the number of possible non-zero values for each channel of each pixel. Note that in the original factor calculation, 259/255 cancels out - technically 1.01, but final values are whole integers so 1 for all practical purposes. So this outer term can be discarded. Actually using 255 for the constant in the denominator, though, introduces the possibility of a Divide By Zero error in the formula; adjusting to a slightly larger value (say, 259) avoids this issue without introducing significant error to the results. I chose to use 255.01 instead as the error is lower and it (hopefully) seems less "magic" to a newcomer.
As far as I can tell though, it doesn't make much difference which you use - you get identical values except for minor, symmetric differences in a narrow band of low contrast values with a low positive contrast increase. I'd be curious to round-trip both versions repeatedly and compare to the original data, but this answer already took way too long. :)
After trying the answer by Schahriar SaffarShargh, it wasn't behaving like contrast should behave. I finally came across this algorithm, and it works like a charm!
For additional information about the algorithm, read this article and it's comments section.
function contrastImage(imageData, contrast) {
var data = imageData.data;
var factor = (259 * (contrast + 255)) / (255 * (259 - contrast));
for(var i=0;i<data.length;i+=4)
{
data[i] = factor * (data[i] - 128) + 128;
data[i+1] = factor * (data[i+1] - 128) + 128;
data[i+2] = factor * (data[i+2] - 128) + 128;
}
return imageData;
}
Usage:
var newImageData = contrastImage(imageData, 30);
Hopefully this will be a time-saver for someone. Cheers!
This javascript implementation complies with the SVG/CSS3 definition of "contrast" (and the following code will render your canvas image identically):
/*contrast filter function*/
//See definition at https://drafts.fxtf.org/filters/#contrastEquivalent
//pixels come from your getImageData() function call on your canvas image
contrast = function(pixels, value){
var d = pixels.data;
var intercept = 255*(-value/2 + 0.5);
for(var i=0;i<d.length;i+=4){
d[i] = d[i]*value + intercept;
d[i+1] = d[i+1]*value + intercept;
d[i+2] = d[i+2]*value + intercept;
//implement clamping in a separate function if using in production
if(d[i] > 255) d[i] = 255;
if(d[i+1] > 255) d[i+1] = 255;
if(d[i+2] > 255) d[i+2] = 255;
if(d[i] < 0) d[i] = 0;
if(d[i+1] < 0) d[i+1] = 0;
if(d[i+2] < 0) d[i+2] = 0;
}
return pixels;
}
I found out that you have to use the effect by separating the darks and lights or technically anything that is less than 127 (average of R+G+B / 3) in rgb scale is a black and more than 127 is a white, therefore by your level of contrast you minus a value say 10 contrast from the blacks and add the same value to the whites!
Here is an example:
I have two pixels with RGB colors, [105,40,200] | [255,200,150]
So I know that for my first pixel 105 + 40 + 200 = 345, 345/3 = 115
and 115 is less than my half of 255 which is 127 so I consider the pixel closer to [0,0,0] therefore if I want to minus 10 contrast then I take away 10 from each color on it's average
Thus I have to divide each color's value by the total's average which was 115 for this case and times it by my contrast and minus out the final value from that specific color:
For example I'll take 105 (red) from my pixel, so I divide it by total RGB's avg. which is 115 and times it by my contrast value of 10, (105/115)*10 which gives you something around 9 (you have to round it up!) and then take that 9 away from 105 so that color becomes 96 so my red after having a 10 contrast on a dark pixel.
So if I go on my pixel's values become [96,37,183]! (note: the scale of contrast is up to you! but my in the end you should convert it to some scale like from 1 to 255)
For the lighter pixels I also do the same except instead of subtracting the contrast value I add it! and if you reach the limit of 255 or 0 then you stop your addition and subtraction for that specific color! therefore my second pixel which is a lighter pixel becomes [255,210,157]
As you add more contrast it will lighten the lighter colors and darken the darker and therefore adds contrast to your picture!
Here is a sample Javascript code ( I haven't tried it yet ) :
var data = imageData.data;
for (var i = 0; i < data.length; i += 4) {
var contrast = 10;
var average = Math.round( ( data[i] + data[i+1] + data[i+2] ) / 3 );
if (average > 127){
data[i] += ( data[i]/average ) * contrast;
data[i+1] += ( data[i+1]/average ) * contrast;
data[i+2] += ( data[i+2]/average ) * contrast;
}else{
data[i] -= ( data[i]/average ) * contrast;
data[i+1] -= ( data[i+1]/average ) * contrast;
data[i+2] -= ( data[i+2]/average ) * contrast;
}
}
You can take a look at the OpenCV docs to see how you could accomplish this: Brightness and contrast adjustments.
Then there's the demo code:
double alpha; // Simple contrast control: value [1.0-3.0]
int beta; // Simple brightness control: value [0-100]
for( int y = 0; y < image.rows; y++ )
{
for( int x = 0; x < image.cols; x++ )
{
for( int c = 0; c < 3; c++ )
{
new_image.at<Vec3b>(y,x)[c] = saturate_cast<uchar>( alpha*( image.at<Vec3b>(y,x)[c] ) + beta );
}
}
}
which I imagine you are capable of translating to javascript.
By vintaging I assume your trying to apply LUTS..Recently I have been trying to add color treatments to canvas windows. If you want to actually apply "LUTS" to the canvas window I believe you need to actually map the array that imageData returns to the RGB array of the LUT.
(From Light illusion)
As an example the start of a 1D LUT could look something like this:
Note: strictly speaking this is 3x 1D LUTs, as each colour (R,G,B) is a 1D LUT
R, G, B
3, 0, 0
5, 2, 1
7, 5, 3
9, 9, 9
Which means that:
For an input value of 0 for R, G, and B, the output is R=3, G=0, B=0
For an input value of 1 for R, G, and B, the output is R=5, G=2, B=1
For an input value of 2 for R, G, and B, the output is R=7, G=5, B=3
For an input value of 3 for R, G, and B, the output is R=9, G=9, B=9
Which is a weird LUT, but you see that for a given value of R, G, or B input, there is a given value of R, G, and B output.
So, if a pixel had an input value of 3, 1, 0 for RGB, the output pixel would be 9, 2, 0.
During this I also realized after playing with imageData that it returns a Uint8Array and that the values in that array are decimal. Most 3D LUTS are Hex. So you first have to do some type of hex to dec conversion on the entire array before all this mapping.
This is the formula you are looking for ...
var data = imageData.data;
if (contrast > 0) {
for(var i = 0; i < data.length; i += 4) {
data[i] += (255 - data[i]) * contrast / 255; // red
data[i + 1] += (255 - data[i + 1]) * contrast / 255; // green
data[i + 2] += (255 - data[i + 2]) * contrast / 255; // blue
}
} else if (contrast < 0) {
for (var i = 0; i < data.length; i += 4) {
data[i] += data[i] * (contrast) / 255; // red
data[i + 1] += data[i + 1] * (contrast) / 255; // green
data[i + 2] += data[i + 2] * (contrast) / 255; // blue
}
}
Hope it helps!