我知道有一种将RGB转换为亮度的公式,但我需要给定一个亮度参数来修改图像的RGB值。我该怎么做?
谢谢。
最简单的方法是将每个R,G,B值乘以某个常数 - 如果该常数>1,则会使其更亮,如果<1,则会变暗。如果你要让它更亮,则必须测试每个值,以确保它不会超过最大值(通常为255)。
这不仅比从RGB转换为HSL然后再转回来更简单,而且更接近于当你照射不同量的光线在物体上时所发生的情况。
将RGB颜色空间转换为HSL(色相/饱和度/亮度),保持色相和饱和度不变,仅修改亮度,然后通过HSL到RGB的反向映射进行转换。
我的建议与ChrisA.的答案相同,只有一个区别:
使用HSP颜色空间代替,因为它是Photoshop算法的近似值,并且具有更好的效果。
为了不仅仅链接到HSP网站(实际上这应该足够了;只是我不喜欢没有示例就回答),这里是我的C#
实现,遵循该网站的实现:
#region Definitions
//Perceived brightness to Red ratio.
private const double Pr = .299;
//Perceived brightness to Green ratio.
private const double Pg = .587;
//Perceived brightness to Blue ratio.
private const double Pb = .114;
#endregion
//Expected ranges: Hue = 0-359... Other values = 0-1
public static ColorRGB ToRGB(double hue, double saturation, double perceivedBrightness, double alpha) {
//Check values within expected range
hue = hue < 0 ? 0 : hue > 359 ? 359 : hue;
saturation = saturation < 0 ? 0 : saturation > 1 ? 1 : saturation;
perceivedBrightness = perceivedBrightness < 0 ? 0 : perceivedBrightness > 1 ? 1 : perceivedBrightness;
alpha = alpha < 0 ? 0 : alpha > 1 ? 1 : alpha;
//Conversion
var minOverMax = 1 - saturation;
double r, g, b;
if (minOverMax > 0) {
double part;
if (hue < 0.166666666666667D) { //R>G>B
hue = 6 * (hue - 0); part = 1 + hue * (1 / minOverMax - 1);
b = perceivedBrightness / Math.Sqrt(Pr / minOverMax / minOverMax + Pg * part * part + Pb);
r = b / minOverMax; g = b + hue * (r - b);
}
else if (hue < 0.333333333333333D) { //G>R>B
hue = 6 * (-hue + 0.333333333333333D); part = 1 + hue * (1 / minOverMax - 1);
b = perceivedBrightness / Math.Sqrt(Pg / minOverMax / minOverMax + Pr * part * part + Pb);
g = b / minOverMax; r = b + hue * (g - b);
}
else if (hue < 0.5D) { // G>B>R
hue = 6 * (hue - 0.333333333333333D); part = 1 + hue * (1 / minOverMax - 1);
r = perceivedBrightness / Math.Sqrt(Pg / minOverMax / minOverMax + Pb * part * part + Pr);
g = r / minOverMax; b = r + hue * (g - r);
}
else if (hue < 0.666666666666667D) { //B>G>R
hue = 6 * (-hue + 0.666666666666667D); part = 1 + hue * (1 / minOverMax - 1);
r = perceivedBrightness / Math.Sqrt(Pb / minOverMax / minOverMax + Pg * part * part + Pr);
b = r / minOverMax; g = r + hue * (b - r);
}
else if (hue < 0.833333333333333D) { //B>R>G
hue = 6 * (hue - 0.666666666666667D); part = 1 + hue * (1 / minOverMax - 1);
g = perceivedBrightness / Math.Sqrt(Pb / minOverMax / minOverMax + Pr * part * part + Pg);
b = g / minOverMax; r = g + hue * (b - g);
}
else { //R>B>G
hue = 6 * (-hue + 1D); part = 1 + hue * (1 / minOverMax - 1);
g = perceivedBrightness / Math.Sqrt(Pr / minOverMax / minOverMax + Pb * part * part + Pg);
r = g / minOverMax; b = g + hue * (r - g);
}
}
else {
if (hue < 0.166666666666667D) { //R>G>B
hue = 6 * (hue - 0D); r = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pr + Pg * hue * hue)); g = r * hue; b = 0;
}
else if (hue < 0.333333333333333D) { //G>R>B
hue = 6 * (-hue + 0.333333333333333D); g = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pg + Pr * hue * hue)); r = g * hue; b = 0;
}
else if (hue < 0.5D) { //G>B>R
hue = 6 * (hue - 0.333333333333333D); g = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pg + Pb * hue * hue)); b = g * hue; r = 0;
}
else if (hue < 0.666666666666667D) { //B>G>R
hue = 6 * (-hue + 0.666666666666667D); b = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pb + Pg * hue * hue)); g = b * hue; r = 0;
}
else if (hue < 0.833333333333333D) { //B>R>G
hue = 6 * (hue - 0.666666666666667D); b = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pb + Pr * hue * hue)); r = b * hue; g = 0;
}
else { //R>B>G
hue = 6 * (-hue + 1D); r = Math.Sqrt(perceivedBrightness * perceivedBrightness / (Pr + Pb * hue * hue)); b = r * hue; g = 0;
}
}
return new ColorRGB(r, g, b, alpha);
}
//Expected ranges: 0-1 on all components
public static ColorHSP FromRGB(double red, double green, double blue, double alpha) {
//Guarantee RGB values are in the correct ranges
red = red < 0 ? 0 : red > 1 ? 1 : red;
green = green < 0 ? 0 : green > 1 ? 1 : green;
blue = blue < 0 ? 0 : blue > 1 ? 1 : blue;
alpha = alpha < 0 ? 0 : alpha > 1 ? 1 : alpha;
//Prepare & cache values for conversion
var max = MathExtensions.Max(red, green, blue);
var min = MathExtensions.Min(red, green, blue);
var delta = max - min;
double h, s, p = Math.Sqrt(0.299 * red + 0.587 * green + 0.114 * blue);
//Conversion
if (delta.Equals(0)) h = 0;
else if (max.Equals(red)) {
h = (green - blue) / delta % 6;
}
else if (max.Equals(green)) h = (blue - red) / delta + 2;
else h = (red - green) / delta + 4;
h *= 60;
if (h < 0) h += 360;
if (p.Equals(0))
s = 0;
else
s = delta / p;
//Result
return new ColorHSP(h, s, p, alpha);
}
补充Mark Ransom的回答:最好使用一个255常量与当前颜色值相加来使用所说的因素:
float brightnessFac = //between -1.0 and 1.0
byte brightnessRed = red + (255f * brightnessFac);
如果你只使用0.0到1.0之间的因子
byte brightnessRed = red * brightnessFac;
0的值保持为零。
BufferedImage dstImage = new BufferedImage(input.getWidth(), input.getHeight(),BufferedImage.TYPE_3BYTE_BGR);
LookupTable lookupTable = new ShortLookupTable(0, data);
LookupOp op = new LookupOp(lookupTable, null);
op.filter(toBeTone, dstImage);
import java.io. * ;
import java.awt.Color;
import javax.imageio.ImageIO;
import java.io. * ;
import java.awt.image.BufferedImage;
class Psp {
public static void main(String a[]) {
try {
File input = new File("abc.jpg");
File output = new File("output1.jpg");
BufferedImage picture1 = ImageIO.read(input); // original
BufferedImage picture2 = new BufferedImage(picture1.getWidth(), picture1.getHeight(), BufferedImage.TYPE_INT_RGB);
int width = picture1.getWidth();
int height = picture1.getHeight();
int factor = 50;
for (int y = 0; y < height; y++) { //loops for images
for (int x = 0; x < width; x++) {
Color c = new Color(picture1.getRGB(x, y));
int r = c.getRed() + factor;
int b = c.getBlue() + factor;
int g = c.getGreen() + factor;
if (r >= 256) {
r = 255;
} else if (r < 0) {
r = 0;
}
if (g >= 256) {
g = 255;
} else if (g < 0) {
g = 0;
}
if (b >= 256) {
b = 255;
} else if (b < 0) {
b = 0;
}
picture2.setRGB(x, y, new Color(r, g, b).getRGB());
}
}
ImageIO.write(picture2, "jpg", output);
} catch(Exception e) {
System.out.println(e);
}
}
}
调整图像亮度是最简单的图像处理操作之一。所需做的就是将所需的亮度变化添加到每个红色、绿色和蓝色颜色分量中。
大致上会是这样:
colour = GetPixelColour(x, y)
newRed = Truncate(Red(colour) + brightness)
newGreen = Truncate(Green(colour) + brightness)
newBlue = Truncate(Blue(colour) + brightness)
PutPixelColour(x, y) = RGB(newRed, newGreen, newBlue)
代码确保红色、绿色和蓝色的新值在有效范围内。
Procedure Truncate(value)
If value < 0 Then value = 0
If value > 255 Then value = 255
Return value
EndProcedure
L = (R+G+B)/3
下得到的确切结果相同,但某些亮度模型不使用该假设(请参见我链接的维基百科页面)。由于原帖不够明确,我决定保持“通用”。 - Chris A.L = (R+G+B)/3
的评论纯粹是数学上的动机,但显然这不是通常的定义方式。但你的好观点也是你自己答案的反驳。例如,尝试使用像mspaint中具有HSL和RGB的颜色轮进行玩耍。将RGB乘以标量并不总是与任何意义上的L的变化一一对应。 - Chris A.