/* * Copyright 2009 ZXing authors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ namespace com.google.zxing.common { using Binarizer = com.google.zxing.Binarizer; using LuminanceSource = com.google.zxing.LuminanceSource; using NotFoundException = com.google.zxing.NotFoundException; /// /// This class implements a local thresholding algorithm, which while slower than the /// GlobalHistogramBinarizer, is fairly efficient for what it does. It is designed for /// high frequency images of barcodes with black data on white backgrounds. For this application, /// it does a much better job than a global blackpoint with severe shadows and gradients. /// However it tends to produce artifacts on lower frequency images and is therefore not /// a good general purpose binarizer for uses outside ZXing. /// /// This class extends GlobalHistogramBinarizer, using the older histogram approach for 1D readers, /// and the newer local approach for 2D readers. 1D decoding using a per-row histogram is already /// inherently local, and only fails for horizontal gradients. We can revisit that problem later, /// but for now it was not a win to use local blocks for 1D. /// /// This Binarizer is the default for the unit tests and the recommended class for library users. /// /// @author dswitkin@google.com (Daniel Switkin) /// public sealed class HybridBinarizer : GlobalHistogramBinarizer { // This class uses 5x5 blocks to compute local luminance, where each block is 8x8 pixels. // So this is the smallest dimension in each axis we can accept. private const int BLOCK_SIZE_POWER = 3; private static readonly int BLOCK_SIZE = 1 << BLOCK_SIZE_POWER; // ...0100...00 private static readonly int BLOCK_SIZE_MASK = BLOCK_SIZE - 1; // ...0011...11 private static readonly int MINIMUM_DIMENSION = BLOCK_SIZE * 5; private const int MIN_DYNAMIC_RANGE = 24; private BitMatrix matrix; public HybridBinarizer(LuminanceSource source) : base(source) { } /// /// Calculates the final BitMatrix once for all requests. This could be called once from the /// constructor instead, but there are some advantages to doing it lazily, such as making /// profiling easier, and not doing heavy lifting when callers don't expect it. /// //JAVA TO C# CONVERTER WARNING: Method 'throws' clauses are not available in .NET: //ORIGINAL LINE: public BitMatrix getBlackMatrix() throws com.google.zxing.NotFoundException public override BitMatrix BlackMatrix { get { if (matrix != null) { return matrix; } LuminanceSource source = LuminanceSource; int width = source.Width; int height = source.Height; if (width >= MINIMUM_DIMENSION && height >= MINIMUM_DIMENSION) { sbyte[] luminances = source.Matrix; int subWidth = width >> BLOCK_SIZE_POWER; if ((width & BLOCK_SIZE_MASK) != 0) { subWidth++; } int subHeight = height >> BLOCK_SIZE_POWER; if ((height & BLOCK_SIZE_MASK) != 0) { subHeight++; } int[][] blackPoints = calculateBlackPoints(luminances, subWidth, subHeight, width, height); BitMatrix newMatrix = new BitMatrix(width, height); calculateThresholdForBlock(luminances, subWidth, subHeight, width, height, blackPoints, newMatrix); matrix = newMatrix; } else { // If the image is too small, fall back to the global histogram approach. matrix = base.BlackMatrix; } return matrix; } } public override Binarizer createBinarizer(LuminanceSource source) { return new HybridBinarizer(source); } /// /// For each block in the image, calculate the average black point using a 5x5 grid /// of the blocks around it. Also handles the corner cases (fractional blocks are computed based /// on the last pixels in the row/column which are also used in the previous block). /// private static void calculateThresholdForBlock(sbyte[] luminances, int subWidth, int subHeight, int width, int height, int[][] blackPoints, BitMatrix matrix) { for (int y = 0; y < subHeight; y++) { int yoffset = y << BLOCK_SIZE_POWER; int maxYOffset = height - BLOCK_SIZE; if (yoffset > maxYOffset) { yoffset = maxYOffset; } for (int x = 0; x < subWidth; x++) { int xoffset = x << BLOCK_SIZE_POWER; int maxXOffset = width - BLOCK_SIZE; if (xoffset > maxXOffset) { xoffset = maxXOffset; } int left = cap(x, 2, subWidth - 3); int top = cap(y, 2, subHeight - 3); int sum = 0; for (int z = -2; z <= 2; z++) { int[] blackRow = blackPoints[top + z]; sum += blackRow[left - 2] + blackRow[left - 1] + blackRow[left] + blackRow[left + 1] + blackRow[left + 2]; } int average = sum / 25; thresholdBlock(luminances, xoffset, yoffset, average, width, matrix); } } } private static int cap(int value, int min, int max) { return value < min ? min : value > max ? max : value; } /// /// Applies a single threshold to a block of pixels. /// private static void thresholdBlock(sbyte[] luminances, int xoffset, int yoffset, int threshold, int stride, BitMatrix matrix) { for (int y = 0, offset = yoffset * stride + xoffset; y < BLOCK_SIZE; y++, offset += stride) { for (int x = 0; x < BLOCK_SIZE; x++) { // Comparison needs to be <= so that black == 0 pixels are black even if the threshold is 0. if ((luminances[offset + x] & 0xFF) <= threshold) { matrix.set(xoffset + x, yoffset + y); } } } } /// /// Calculates a single black point for each block of pixels and saves it away. /// See the following thread for a discussion of this algorithm: /// http://groups.google.com/group/zxing/browse_thread/thread/d06efa2c35a7ddc0 /// private static int[][] calculateBlackPoints(sbyte[] luminances, int subWidth, int subHeight, int width, int height) { //JAVA TO C# CONVERTER NOTE: The following call to the 'RectangularArrays' helper class reproduces the rectangular array initialization that is automatic in Java: //ORIGINAL LINE: int[][] blackPoints = new int[subHeight][subWidth]; int[][] blackPoints = RectangularArrays.ReturnRectangularIntArray(subHeight, subWidth); for (int y = 0; y < subHeight; y++) { int yoffset = y << BLOCK_SIZE_POWER; int maxYOffset = height - BLOCK_SIZE; if (yoffset > maxYOffset) { yoffset = maxYOffset; } for (int x = 0; x < subWidth; x++) { int xoffset = x << BLOCK_SIZE_POWER; int maxXOffset = width - BLOCK_SIZE; if (xoffset > maxXOffset) { xoffset = maxXOffset; } int sum = 0; int min = 0xFF; int max = 0; for (int yy = 0, offset = yoffset * width + xoffset; yy < BLOCK_SIZE; yy++, offset += width) { for (int xx = 0; xx < BLOCK_SIZE; xx++) { int pixel = luminances[offset + xx] & 0xFF; sum += pixel; // still looking for good contrast if (pixel < min) { min = pixel; } if (pixel > max) { max = pixel; } } // short-circuit min/max tests once dynamic range is met if (max - min > MIN_DYNAMIC_RANGE) { // finish the rest of the rows quickly for (yy++, offset += width; yy < BLOCK_SIZE; yy++, offset += width) { for (int xx = 0; xx < BLOCK_SIZE; xx++) { sum += luminances[offset + xx] & 0xFF; } } } } // The default estimate is the average of the values in the block. int average = sum >> (BLOCK_SIZE_POWER * 2); if (max - min <= MIN_DYNAMIC_RANGE) { // If variation within the block is low, assume this is a block with only light or only // dark pixels. In that case we do not want to use the average, as it would divide this // low contrast area into black and white pixels, essentially creating data out of noise. // // The default assumption is that the block is light/background. Since no estimate for // the level of dark pixels exists locally, use half the min for the block. average = min >> 1; if (y > 0 && x > 0) { // Correct the "white background" assumption for blocks that have neighbors by comparing // the pixels in this block to the previously calculated black points. This is based on // the fact that dark barcode symbology is always surrounded by some amount of light // background for which reasonable black point estimates were made. The bp estimated at // the boundaries is used for the interior. // The (min < bp) is arbitrary but works better than other heuristics that were tried. int averageNeighborBlackPoint = (blackPoints[y - 1][x] + (2 * blackPoints[y][x - 1]) + blackPoints[y - 1][x - 1]) >> 2; if (min < averageNeighborBlackPoint) { average = averageNeighborBlackPoint; } } } blackPoints[y][x] = average; } } return blackPoints; } } }