2014-01-10 02:04:20 +08:00
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/**********************************************************************
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* File: degradeimage.cpp
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* Description: Function to degrade an image (usually of text) as if it
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* has been printed and then scanned.
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* Authors: Ray Smith
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* Created: Tue Nov 19 2013
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*
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* (C) Copyright 2013, Google Inc.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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* http://www.apache.org/licenses/LICENSE-2.0
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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**********************************************************************/
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#include "degradeimage.h"
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#include <stdlib.h>
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#include "allheaders.h" // from leptonica
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2014-04-25 09:07:26 +08:00
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#include "helpers.h" // For TRand.
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2014-01-10 02:04:20 +08:00
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namespace tesseract {
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// Rotation is +/- kRotationRange radians.
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const float kRotationRange = 0.02f;
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// Number of grey levels to shift by for each exposure step.
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const int kExposureFactor = 16;
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// Salt and pepper noise is +/- kSaltnPepper.
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const int kSaltnPepper = 5;
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// Min sum of width + height on which to operate the ramp.
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const int kMinRampSize = 1000;
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// Degrade the pix as if by a print/copy/scan cycle with exposure > 0
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// corresponding to darkening on the copier and <0 lighter and 0 not copied.
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// Exposures in [-2,2] are most useful, with -3 and 3 being extreme.
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// If rotation is NULL, rotation is skipped. If *rotation is non-zero, the pix
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// is rotated by *rotation else it is randomly rotated and *rotation is
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// modified.
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//
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// HOW IT WORKS:
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// Most of the process is really dictated by the fact that the minimum
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// available convolution is 3X3, which is too big really to simulate a
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// good quality print/scan process. (2X2 would be better.)
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// 1 pixel wide inputs are heavily smeared by the 3X3 convolution, making the
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// images generally biased to being too light, so most of the work is to make
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// them darker. 3 levels of thickening/darkening are achieved with 2 dilations,
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// (using a greyscale erosion) one heavy (by being before convolution) and one
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// light (after convolution).
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// With no dilation, after covolution, the images are so light that a heavy
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// constant offset is required to make the 0 image look reasonable. A simple
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// constant offset multiple of exposure to undo this value is enough to achieve
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// all the required lightening. This gives the advantage that exposure level 1
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// with a single dilation gives a good impression of the broken-yet-too-dark
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// problem that is often seen in scans.
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// A small random rotation gives some varying greyscale values on the edges,
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// and some random salt and pepper noise on top helps to realistically jaggy-up
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// the edges.
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// Finally a greyscale ramp provides a continuum of effects between exposure
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// levels.
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Pix* DegradeImage(Pix* input, int exposure, TRand* randomizer,
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float* rotation) {
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Pix* pix = pixConvertTo8(input, false);
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pixDestroy(&input);
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input = pix;
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int width = pixGetWidth(input);
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int height = pixGetHeight(input);
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if (exposure >= 2) {
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// An erosion simulates the spreading darkening of a dark copy.
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// This is backwards to binary morphology,
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// see http://www.leptonica.com/grayscale-morphology.html
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pix = input;
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input = pixErodeGray(pix, 3, 3);
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pixDestroy(&pix);
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}
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// A convolution is essential to any mode as no scanner produces an
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// image as sharp as the electronic image.
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pix = pixBlockconv(input, 1, 1);
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pixDestroy(&input);
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// A small random rotation helps to make the edges jaggy in a realistic way.
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if (rotation != NULL) {
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float radians_clockwise = 0.0f;
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if (*rotation) {
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radians_clockwise = *rotation;
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} else if (randomizer != NULL) {
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radians_clockwise = randomizer->SignedRand(kRotationRange);
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}
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input = pixRotate(pix, radians_clockwise,
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L_ROTATE_AREA_MAP, L_BRING_IN_WHITE,
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0, 0);
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// Rotate the boxes to match.
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*rotation = radians_clockwise;
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pixDestroy(&pix);
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} else {
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input = pix;
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}
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if (exposure >= 3 || exposure == 1) {
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// Erosion after the convolution is not as heavy as before, so it is
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// good for level 1 and in addition as a level 3.
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// This is backwards to binary morphology,
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// see http://www.leptonica.com/grayscale-morphology.html
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pix = input;
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input = pixErodeGray(pix, 3, 3);
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pixDestroy(&pix);
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}
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// The convolution really needed to be 2x2 to be realistic enough, but
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// we only have 3x3, so we have to bias the image darker or lose thin
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// strokes.
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int erosion_offset = 0;
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// For light and 0 exposure, there is no dilation, so compensate for the
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// convolution with a big darkening bias which is undone for lighter
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// exposures.
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if (exposure <= 0)
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erosion_offset = -3 * kExposureFactor;
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// Add in a general offset of the greyscales for the exposure level so
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// a threshold of 128 gives a reasonable binary result.
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erosion_offset -= exposure * kExposureFactor;
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// Add a gradual fade over the page and a small amount of salt and pepper
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// noise to simulate noise in the sensor/paper fibres and varying
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// illumination.
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l_uint32* data = pixGetData(input);
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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int pixel = GET_DATA_BYTE(data, x);
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if (randomizer != NULL)
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pixel += randomizer->IntRand() % (kSaltnPepper*2 + 1) - kSaltnPepper;
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2014-01-10 02:04:20 +08:00
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if (height + width > kMinRampSize)
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pixel -= (2*x + y) * 32 / (height + width);
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pixel += erosion_offset;
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if (pixel < 0)
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pixel = 0;
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if (pixel > 255)
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pixel = 255;
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SET_DATA_BYTE(data, x, pixel);
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}
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data += input->wpl;
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}
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return input;
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}
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} // namespace tesseract
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