So I'm trying to blur an image as fast as possible(instant feel like), as the activity needs to be updated as I press the Blur button.
The problem I am having is that, I cannot find a Blur that works quick enough... Note: The blur, preferably a Gaussian blur, doesn't need to be the best quality at all..
I tried out the following, but it takes a few seconds, is there anyway this code could be made to run quicker in sacrifice of quality ? Or are there any other alternatives? I would look into GPU stuff, but this blur is really just an effect related to the UI and only happens when I press open a transparent activity sized as a small box...
Any Ideas?
static Bitmap fastblur(Bitmap sentBitmap, int radius, int fromX, int fromY,
int width, int height) {
// Stack Blur v1.0 from
// http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
//
// Java Author: Mario Klingemann <mario at quasimondo.com>
// http://incubator.quasimondo.com
// created Feburary 29, 2004
// Android port : Yahel Bouaziz <yahel at kayenko.com>
// http://www.kayenko.com
// ported april 5th, 2012
// This is a compromise between Gaussian Blur and Box blur
// It creates much better looking blurs than Box Blur, but is
// 7x faster than my Gaussian Blur implementation.
//
// I called it Stack Blur because this describes best how this
// filter works internally: it creates a kind of moving stack
// of colors whilst scanning through the image. Thereby it
// just has to add one new block of color to the right side
// of the stack and remove the leftmost color. The remaining
// colors on the topmost layer of the stack are either added on
// or reduced by one, depending on if they are on the right or
// on the left side of the stack.
//
// If you are using this algorithm in your code please add
// the following line:
//
// Stack Blur Algorithm by Mario Klingemann <[email protected]>
Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
if (radius < 1) {
return (null);
}
int w = width;
int h = height;
int[] pix = new int[w * h];
bitmap.getPixels(pix, 0, w, fromX, fromY, w, h);
int wm = w - 1;
int hm = h - 1;
int wh = w * h;
int div = radius + radius + 1;
int r[] = new int[wh];
int g[] = new int[wh];
int b[] = new int[wh];
int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
int vmin[] = new int[Math.max(w, h)];
int divsum = (div + 1) >> 1;
divsum *= divsum;
int dv[] = new int[256 * divsum];
for (i = 0; i < 256 * divsum; i++) {
dv[i] = (i / divsum);
}
yw = yi = 0;
int[][] stack = new int[div][3];
int stackpointer;
int stackstart;
int[] sir;
int rbs;
int r1 = radius + 1;
int routsum, goutsum, boutsum;
int rinsum, ginsum, binsum;
int originRadius = radius;
for (y = 0; y < h; y++) {
rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
for (i = -radius; i <= radius; i++) {
p = pix[yi + Math.min(wm, Math.max(i, 0))];
sir = stack[i + radius];
sir[0] = (p & 0xff0000) >> 16;
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff);
rbs = r1 - Math.abs(i);
rsum += sir[0] * rbs;
gsum += sir[1] * rbs;
bsum += sir[2] * rbs;
if (i > 0) {
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
} else {
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
}
}
stackpointer = radius;
for (x = 0; x < w; x++) {
r[yi] = dv[rsum];
g[yi] = dv[gsum];
b[yi] = dv[bsum];
rsum -= routsum;
gsum -= goutsum;
bsum -= boutsum;
stackstart = stackpointer - radius + div;
sir = stack[stackstart % div];
routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2];
if (y == 0) {
vmin[x] = Math.min(x + radius + 1, wm);
}
p = pix[yw + vmin[x]];
sir[0] = (p & 0xff0000) >> 16;
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff);
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
rsum += rinsum;
gsum += ginsum;
bsum += binsum;
stackpointer = (stackpointer + 1) % div;
sir = stack[(stackpointer) % div];
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2];
yi++;
}
yw += w;
}
radius = originRadius;
for (x = 0; x < w; x++) {
rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
yp = -radius * w;
for (i = -radius; i <= radius; i++) {
yi = Math.max(0, yp) + x;
sir = stack[i + radius];
sir[0] = r[yi];
sir[1] = g[yi];
sir[2] = b[yi];
rbs = r1 - Math.abs(i);
rsum += r[yi] * rbs;
gsum += g[yi] * rbs;
bsum += b[yi] * rbs;
if (i > 0) {
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
} else {
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
}
if (i < hm) {
yp += w;
}
}
yi = x;
stackpointer = radius;
for (y = 0; y < h; y++) {
pix[yi] = 0xff000000 | (dv[rsum] << 16) | (dv[gsum] << 8)
| dv[bsum];
rsum -= routsum;
gsum -= goutsum;
bsum -= boutsum;
stackstart = stackpointer - radius + div;
sir = stack[stackstart % div];
routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2];
if (x == 0) {
vmin[y] = Math.min(y + r1, hm) * w;
}
p = x + vmin[y];
sir[0] = r[p];
sir[1] = g[p];
sir[2] = b[p];
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
rsum += rinsum;
gsum += ginsum;
bsum += binsum;
stackpointer = (stackpointer + 1) % div;
sir = stack[stackpointer];
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2];
yi += w;
}
}
bitmap.setPixels(pix, 0, w, fromX, fromY, w, h);
return (bitmap);
}
Try to scale down the image 2, 4, 8, ... times and then scale it up again. That is fast. Otherwise implement it in renderscript.
If you want more than the scaling you can look at this code snippet in renderscript. It does the same kind of bluring as given in another answer. The same algorithm can be implemented in Java and is an optimization of the other answer. This code blurs one line. To blur a bitmap you should invoke this for all lines and then the same for all columns (you need to reimplement it to handle columns). To get a quick blur just do this once. If you want a better looking blur do it several times. I usually only do it twice.
The reason for doing one line is that I tried to parallelize the algorithm, that gave some improvement and is really simple in renderscript. I invoked the below code for all lines in parallel, and then the same for all columns.
int W = 8;
uchar4 *in;
uchar4 *out;
int N;
float invN;
uint32_t nx;
uint32_t ny;
void init_calc() {
N = 2*W+1;
invN = 1.0f/N;
nx = rsAllocationGetDimX(rsGetAllocation(in));
ny = rsAllocationGetDimY(rsGetAllocation(in));
}
void root(const ushort *v_in) {
float4 sum = 0;
uchar4 *head = in + *v_in * nx;
uchar4 *tail = head;
uchar4 *p = out + *v_in * nx;
uchar4 *hpw = head + W;
uchar4 *hpn = head + N;
uchar4 *hpx = head + nx;
uchar4 *hpxmw = head + nx - W - 1;
while (head < hpw) {
sum += rsUnpackColor8888(*head++);
}
while (head < hpn) {
sum += rsUnpackColor8888(*head++);
*p++ = rsPackColorTo8888(sum*invN);
}
while (head < hpx) {
sum += rsUnpackColor8888(*head++);
sum -= rsUnpackColor8888(*tail++);
*p++ = rsPackColorTo8888(sum*invN);
}
while (tail < hpxmw) {
sum -= rsUnpackColor8888(*tail++);
*p++ = rsPackColorTo8888(sum*invN);
}
}
Here is for the vertical bluring:
int W = 8;
uchar4 *in;
uchar4 *out;
int N;
float invN;
uint32_t nx;
uint32_t ny;
void init_calc() {
N = 2*W+1;
invN = 1.0f/N;
nx = rsAllocationGetDimX(rsGetAllocation(in));
ny = rsAllocationGetDimY(rsGetAllocation(in));
}
void root(const ushort *v_in) {
float4 sum = 0;
uchar4 *head = in + *v_in;
uchar4 *tail = head;
uchar4 *hpw = head + nx*W;
uchar4 *hpn = head + nx*N;
uchar4 *hpy = head + nx*ny;
uchar4 *hpymw = head + nx*(ny-W-1);
uchar4 *p = out + *v_in;
while (head < hpw) {
sum += rsUnpackColor8888(*head);
head += nx;
}
while (head < hpn) {
sum += rsUnpackColor8888(*head);
*p = rsPackColorTo8888(sum*invN);
head += nx;
p += nx;
}
while (head < hpy) {
sum += rsUnpackColor8888(*head);
sum -= rsUnpackColor8888(*tail);
*p = rsPackColorTo8888(sum*invN);
head += nx;
tail += nx;
p += nx;
}
while (tail < hpymw) {
sum -= rsUnpackColor8888(*tail);
*p = rsPackColorTo8888(sum*invN);
tail += nx;
p += nx;
}
}
And here is the Java code that calls into the rs code:
private RenderScript mRS;
private ScriptC_horzblur mHorizontalScript;
private ScriptC_vertblur mVerticalScript;
private ScriptC_blur mBlurScript;
private Allocation alloc1;
private Allocation alloc2;
private void hblur(int radius, Allocation index, Allocation in, Allocation out) {
mHorizontalScript.set_W(radius);
mHorizontalScript.bind_in(in);
mHorizontalScript.bind_out(out);
mHorizontalScript.invoke_init_calc();
mHorizontalScript.forEach_root(index);
}
private void vblur(int radius, Allocation index, Allocation in, Allocation out) {
mHorizontalScript.set_W(radius);
mVerticalScript.bind_in(in);
mVerticalScript.bind_out(out);
mVerticalScript.invoke_init_calc();
mVerticalScript.forEach_root(index);
}
Bitmap blur(Bitmap org, int radius) {
Bitmap out = Bitmap.createBitmap(org.getWidth(), org.getHeight(), org.getConfig());
blur(org, out, radius);
return out;
}
private Allocation createIndex(int size) {
Element element = Element.U16(mRS);
Allocation allocation = Allocation.createSized(mRS, element, size);
short[] rows = new short[size];
for (int i = 0; i < rows.length; i++) rows[i] = (short)i;
allocation.copyFrom(rows);
return allocation;
}
private void blur(Bitmap src, Bitmap dst, int r) {
Allocation alloc1 = Allocation.createFromBitmap(mRS, src);
Allocation alloc2 = Allocation.createTyped(mRS, alloc1.getType());
Allocation hIndexAllocation = createIndex(alloc1.getType().getY());
Allocation vIndexAllocation = createIndex(alloc1.getType().getX());
// Iteration 1
hblur(r, hIndexAllocation, alloc1, alloc2);
vblur(r, vIndexAllocation, alloc2, alloc1);
// Iteration 2
hblur(r, hIndexAllocation, alloc1, alloc2);
vblur(r, vIndexAllocation, alloc2, alloc1);
// Add more iterations if you like or simply make a loop
alloc1.copyTo(dst);
}