我试着写一个应用程序,对图像片段进行DCT-2变换,然后再用逆DCT-2变换回来。我在c++/opencv中找到了一些我想要转换成C#的代码,但不知何故,我在某些时候得到了不同的结果。下面是我尝试转换的代码:
for (unsigned v = 0; v < BLOCK_SIZE; ++v)
{
for (unsigned u = 0; u < BLOCK_SIZE; ++u)
{
const double cu = (u == 0) ? 1.0 / sqrt(2) : 1.0;
const double cv = (v == 0) ? 1.0 / sqrt(2) : 1.0;
double dctCoeff = 0;
for (unsigned y = 0; y < BLOCK_SIZE; ++y)
{
for (unsigned x = 0; x < BLOCK_SIZE; ++x)
{
double uCosFactor = cos((double)(2 * x + 1) * M_PI * (double)u / (2 * (double) BLOCK_SIZE));
double vCosFactor = cos((double)(2 * y + 1) * M_PI * (double)v / (2 * (double) BLOCK_SIZE));
double pixel = (double)(lenaNoseGrey.at<unsigned char>(cv::Point(x,y)));
dctCoeff += pixel * uCosFactor * vCosFactor;
}
}
dctCoeff *= (2 / (double) BLOCK_SIZE) * cu * cv;
lenaNoseDct.at<double>(cv::Point(u,v)) = dctCoeff;
}
}
下面是我的:
for (int v = 0; v < BLOCK_SIZE; ++v)
{
for (int u = 0; u < BLOCK_SIZE; ++u)
{
double cu = (u == 0) ? 1.0 / Math.Sqrt(2) : 1.0;
double cv = (v == 0) ? 1.0 / Math.Sqrt(2) : 1.0;
double dctCoeff = 0;
double dctCoeffAlpha = 0;
for (int y1 = 0; y1 < BLOCK_SIZE; ++y1)
{
for (int x1 = 0; x1 < BLOCK_SIZE; ++x1)
{
double uCosFactor = Math.Cos((2 * x1 + 1) * Math.PI * u / (2 * (double)BLOCK_SIZE));
double vCosFactor = Math.Cos((2 * y1 + 1) * Math.PI * v / (2 * (double)BLOCK_SIZE));
double pixel = (double)bitmapaWy1.GetPixel((x1 + 284), (y1 + 313)).R;
double pixelalpha = (double)bitmapaWy1.GetPixel((x1 + 284), (y1 + 313)).A;
dctCoeff += pixel * uCosFactor * vCosFactor;
//dctCoeffAlpha += pixelalpha * uCosFactor * vCosFactor;
dctCoeffAlpha = pixelalpha;
}
}
dctCoeffAlpha *= (2 / (double)BLOCK_SIZE) * cu * cv;
dctCoeff *= (2 / (double)BLOCK_SIZE) * cu * cv;
macierz[u, v] = dctCoeff;
}
}
我在我的矩阵中有不同的结果,但是当我用我的逆代码从上面的C++代码转换矩阵时,它工作得很好。你能找出我做错了什么吗?我能发现的一个区别是getpixel方法,但它是在C++代码执行的完全相同的灰度图像和图像片段上执行的。
当我将我的矩阵再次求逆到图像时,我可以看到图像,但它有很多太白或太黑的随机像素。
发布于 2018-09-19 18:12:19
问题解决了,问题是代码太多,我发布的实际代码正常工作,问题是我在它之后的代码,它将"dctcoeff“改为字节,并且它在循环中,所以dct的值没有重置为0;
int BLOCK_SIZE = 16;
double[,] macierz = new double[16, 16];
for (int v = 0; v < BLOCK_SIZE; ++v)
{
for (int u = 0; u < BLOCK_SIZE; ++u)
{
double cu = (u == 0) ? 1.0 / Math.Sqrt(2) : 1.0;
double cv = (v == 0) ? 1.0 / Math.Sqrt(2) : 1.0;
double dctCoeff = 0;
for (int y1 = 0; y1 < BLOCK_SIZE; ++y1)
{
for (int x1 = 0; x1 < BLOCK_SIZE; ++x1)
{
double uCosFactor = Math.Cos((2 * x1 + 1) * Math.PI * u / (2 * (double)BLOCK_SIZE));
double vCosFactor = Math.Cos((2 * y1 + 1) * Math.PI * v / (2 * (double)BLOCK_SIZE));
double pixel = bitmapaWy1.GetPixel((x1 + 284), (y1 + 313)).R;
dctCoeff += pixel * uCosFactor * vCosFactor;
//dctCoeffAlpha += pixelalpha * uCosFactor * vCosFactor;
}
}
dctCoeff *= (2 / (double)BLOCK_SIZE) * cu * cv;
macierz[u, v] = dctCoeff;
}
}
这段代码工作起来就像一个护身符。我希望一些好的灵魂会使用它,因为我花了大约20个小时来使它工作。
发布于 2018-09-19 05:41:13
这显然是一个精度问题。
问题最有可能出现在下面这一行:
macierz[u, v] = dctCoeff;
我对以下问题也有疑问:
double pixel = (double)bitmapaWy1.GetPixel((x1 + 284), (y1 + 313)).R;
double pixelalpha = (double)bitmapaWy1.GetPixel((x1 + 284), (y1 + 313)).A;
dctCoeff += pixel * uCosFactor * vCosFactor;
//dctCoeffAlpha += pixelalpha * uCosFactor * vCosFactor;
dctCoeffAlpha = pixelalpha;
https://stackoverflow.com/questions/52393683
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