Files
TrackTrends/Test_Merge/OcrImage.cs

534 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
namespace Test_Merge
{
public class OcrImage
{
//this is a hardcoded value based on the colors of the F1TV data channel background you can change it if sometime in the future the color changes
//Any color that has any of its R,G or B channel higher than the treshold will be considered as being usefull information
public static Color F1TV_BACKGROUND_TRESHOLD = Color.FromArgb(0x50, 0x50, 0x50);
Bitmap InputBitmap;
public enum WindowType
{
LapTime,
Text,
Sector,
Gap,
Tyre,
}
/// <summary>
/// Create a new Ocr image to help enhance the given bitmap for OCR
/// </summary>
/// <param name="inputBitmap">The image you want to enhance</param>
public OcrImage(Bitmap inputBitmap)
{
InputBitmap = inputBitmap;
}
/// <summary>
/// Enhances the image depending on wich type of window the image comes from
/// </summary>
/// <param name="type">The type of the window. Depending on it different enhancing features will be applied</param>
/// <returns>The enhanced Bitmap</returns>
public Bitmap Enhance(WindowType type = WindowType.Text)
{
Bitmap outputBitmap = (Bitmap)InputBitmap.Clone();
switch (type)
{
case WindowType.LapTime:
outputBitmap = Tresholding(outputBitmap, 185);
outputBitmap = Resize(outputBitmap, 2);
outputBitmap = Dilatation(outputBitmap, 1);
outputBitmap = Erode(outputBitmap, 1);
break;
case WindowType.Text:
outputBitmap = InvertColors(outputBitmap);
outputBitmap = Tresholding(outputBitmap, 165);
outputBitmap = Resize(outputBitmap, 2);
outputBitmap = Dilatation(outputBitmap, 1);
break;
case WindowType.Tyre:
outputBitmap = RemoveUseless(outputBitmap);
outputBitmap = Resize(outputBitmap, 4);
outputBitmap = Dilatation(outputBitmap, 1);
break;
default:
outputBitmap = Tresholding(outputBitmap, 165);
outputBitmap = Resize(outputBitmap, 4);
outputBitmap = Erode(outputBitmap, 1);
break;
}
return outputBitmap;
}
/// <summary>
/// Method that convert a colored RGB bitmap into a GrayScale image
/// </summary>
/// <param name="inputBitmap">The Bitmap you want to convert</param>
/// <returns>The bitmap in grayscale</returns>
public static Bitmap Grayscale(Bitmap inputBitmap)
{
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
unsafe
{
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < inputBitmap.Height; y++)
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < inputBitmap.Width; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
byte blue = pixel[0];
byte green = pixel[1];
byte red = pixel[2];
//Those a specific values to correct the weights so its more pleasing to the human eye
int gray = (int)(red * 0.3 + green * 0.59 + blue * 0.11);
pixel[0] = pixel[1] = pixel[2] = (byte)gray;
}
}
}
inputBitmap.UnlockBits(bmpData);
return inputBitmap;
}
/// <summary>
/// Method that binaries the input image up to a certain treshold given
/// </summary>
/// <param name="inputBitmap">the bitmap you want to convert to binary colors</param>
/// <param name="threshold">The floor at wich the color is considered as white or black</param>
/// <returns>The binarised bitmap</returns>
public static Bitmap Tresholding(Bitmap inputBitmap, int threshold)
{
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
unsafe
{
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
int bmpHeight = inputBitmap.Height;
int bmpWidth = inputBitmap.Width;
Parallel.For(0, bmpHeight, y =>
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < bmpWidth; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
byte blue = pixel[0];
byte green = pixel[1];
byte red = pixel[2];
//Those a specific values to correct the weights so its more pleasing to the human eye
int gray = (int)(red * 0.3 + green * 0.59 + blue * 0.11);
int value = gray < threshold ? 0 : 255;
pixel[0] = pixel[1] = pixel[2] = (byte)value;
}
});
}
inputBitmap.UnlockBits(bmpData);
return inputBitmap;
}
/// <summary>
/// Method that removes the pixels that are flagged as background
/// </summary>
/// <param name="inputBitmap">The bitmap you want to remove the background from</param>
/// <returns>The Bitmap without the background</returns>
public static Bitmap RemoveBG(Bitmap inputBitmap)
{
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
unsafe
{
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < inputBitmap.Height; y++)
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < inputBitmap.Width; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
int B = pixel[0];
int G = pixel[1];
int R = pixel[2];
if (R <= F1TV_BACKGROUND_TRESHOLD.R && G <= F1TV_BACKGROUND_TRESHOLD.G && B <= F1TV_BACKGROUND_TRESHOLD.B)
pixel[0] = pixel[1] = pixel[2] = 0;
}
}
}
inputBitmap.UnlockBits(bmpData);
return inputBitmap;
}
/// <summary>
/// Method that removes all the useless things from the image and returns hopefully only the numbers
/// </summary>
/// <param name="inputBitmap">The bitmap you want to remove useless things from (Expects a cropped part of the TyreWindow)</param>
/// <returns>The bitmap with (hopefully) only the digits</returns>
public unsafe static Bitmap RemoveUseless(Bitmap inputBitmap)
{
//Note you can use something else than a cropped tyre window but I would recommend checking the code first to see if it fits your intended use
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < inputBitmap.Height; y++)
{
byte* currentLine = ptr + (y * bmpData.Stride);
List<int> pixelsToRemove = new List<int>();
bool fromBorder = true;
for (int x = 0; x < inputBitmap.Width; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
int B = pixel[0];
int G = pixel[1];
int R = pixel[2];
if (fromBorder && B < F1TV_BACKGROUND_TRESHOLD.B && G < F1TV_BACKGROUND_TRESHOLD.G && R < F1TV_BACKGROUND_TRESHOLD.R)
{
pixelsToRemove.Add(x);
}
else
{
if (fromBorder)
{
fromBorder = false;
pixelsToRemove.Add(x);
}
}
}
fromBorder = true;
for (int x = inputBitmap.Width - 1; x > 0; x--)
{
byte* pixel = currentLine + (x * bytesPerPixel);
int B = pixel[0];
int G = pixel[1];
int R = pixel[2];
if (fromBorder && B < F1TV_BACKGROUND_TRESHOLD.B && G < F1TV_BACKGROUND_TRESHOLD.G && R < F1TV_BACKGROUND_TRESHOLD.R)
{
pixelsToRemove.Add(x);
}
else
{
if (fromBorder)
{
fromBorder = false;
pixelsToRemove.Add(x);
}
}
}
foreach (int pxPos in pixelsToRemove)
{
byte* pixel = currentLine + (pxPos * bytesPerPixel);
pixel[0] = 0xFF;
pixel[1] = 0xFF;
pixel[2] = 0xFF;
}
}
//Removing the color parts
for (int y = 0; y < inputBitmap.Height; y++)
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < inputBitmap.Width; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
int B = pixel[0];
int G = pixel[1];
int R = pixel[2];
if (R >= F1TV_BACKGROUND_TRESHOLD.R + 15 || G >= F1TV_BACKGROUND_TRESHOLD.G + 15 || B >= F1TV_BACKGROUND_TRESHOLD.B + 15)
{
pixel[0] = 0xFF;
pixel[1] = 0xFF;
pixel[2] = 0xFF;
}
}
}
inputBitmap.UnlockBits(bmpData);
return inputBitmap;
}
/// <summary>
/// Recovers the average colors from the Image. NOTE : It wont take in account colors that are lower than the background
/// </summary>
/// <param name="inputBitmap">The bitmap you want to get the average color from</param>
/// <returns>The average color of the bitmap</returns>
public static Color GetAvgColorFromBitmap(Bitmap inputBitmap)
{
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
int totR = 0;
int totG = 0;
int totB = 0;
int totPixels = 1;
unsafe
{
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
int bmpHeight = inputBitmap.Height;
int bmpWidth = inputBitmap.Width;
Parallel.For(0, bmpHeight, y =>
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < bmpWidth; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
int B = pixel[0];
int G = pixel[1];
int R = pixel[2];
if (R >= F1TV_BACKGROUND_TRESHOLD.R || G >= F1TV_BACKGROUND_TRESHOLD.G || B >= F1TV_BACKGROUND_TRESHOLD.B)
{
totPixels++;
totB += pixel[0];
totG += pixel[1];
totR += pixel[2];
}
}
});
}
inputBitmap.UnlockBits(bmpData);
return Color.FromArgb(255, Convert.ToInt32((float)totR / (float)totPixels), Convert.ToInt32((float)totG / (float)totPixels), Convert.ToInt32((float)totB / (float)totPixels));
}
/// <summary>
/// This method simply inverts all the colors in a Bitmap
/// </summary>
/// <param name="inputBitmap">the bitmap you want to invert the colors from</param>
/// <returns>The bitmap with inverted colors</returns>
public static Bitmap InvertColors(Bitmap inputBitmap)
{
Rectangle rect = new Rectangle(0, 0, inputBitmap.Width, inputBitmap.Height);
BitmapData bmpData = inputBitmap.LockBits(rect, ImageLockMode.ReadWrite, inputBitmap.PixelFormat);
int bytesPerPixel = Bitmap.GetPixelFormatSize(inputBitmap.PixelFormat) / 8;
unsafe
{
byte* ptr = (byte*)bmpData.Scan0.ToPointer();
for (int y = 0; y < inputBitmap.Height; y++)
{
byte* currentLine = ptr + (y * bmpData.Stride);
for (int x = 0; x < inputBitmap.Width; x++)
{
byte* pixel = currentLine + (x * bytesPerPixel);
pixel[0] = (byte)(255 - pixel[0]);
pixel[1] = (byte)(255 - pixel[1]);
pixel[2] = (byte)(255 - pixel[2]);
}
}
}
inputBitmap.UnlockBits(bmpData);
return inputBitmap;
}
/// <summary>
/// Methods that applies Bicubic interpolation to increase the size and resolution of an image
/// </summary>
/// <param name="inputBitmap">The bitmap you want to resize</param>
/// <param name="resizeFactor">The factor of resizing you want to use. I recommend using even numbers</param>
/// <returns>The bitmap witht the new size</returns>
public static Bitmap Resize(Bitmap inputBitmap, int resizeFactor)
{
var resultBitmap = new Bitmap(inputBitmap.Width * resizeFactor, inputBitmap.Height * resizeFactor);
using (var graphics = Graphics.FromImage(resultBitmap))
{
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.DrawImage(inputBitmap, new Rectangle(0, 0, resultBitmap.Width, resultBitmap.Height));
}
return resultBitmap;
}
/// <summary>
/// method that Highlights the countours of a Bitmap
/// </summary>
/// <param name="inputBitmap">The bitmap you want to highlight the countours of</param>
/// <returns>The bitmap with countours highlighted</returns>
public static Bitmap HighlightContours(Bitmap inputBitmap)
{
Bitmap outputBitmap = new Bitmap(inputBitmap.Width, inputBitmap.Height);
Bitmap grayscale = Grayscale(inputBitmap);
Bitmap thresholded = Tresholding(grayscale, 128);
Bitmap dilated = Dilatation(thresholded, 3);
Bitmap eroded = Erode(dilated, 3);
for (int y = 0; y < inputBitmap.Height; y++)
{
for (int x = 0; x < inputBitmap.Width; x++)
{
Color pixel = inputBitmap.GetPixel(x, y);
Color dilatedPixel = dilated.GetPixel(x, y);
Color erodedPixel = eroded.GetPixel(x, y);
int gray = (int)(pixel.R * 0.3 + pixel.G * 0.59 + pixel.B * 0.11);
int threshold = dilatedPixel.R;
if (gray > threshold)
{
outputBitmap.SetPixel(x, y, Color.FromArgb(255, 255, 255));
}
else if (gray <= threshold && erodedPixel.R == 0)
{
outputBitmap.SetPixel(x, y, Color.FromArgb(255, 0, 0));
}
else
{
outputBitmap.SetPixel(x, y, Color.FromArgb(0, 0, 0));
}
}
}
return outputBitmap;
}
/// <summary>
/// Method that that erodes the morphology of a bitmap
/// </summary>
/// <param name="inputBitmap">The bitmap you want to erode</param>
/// <param name="kernelSize">The amount of Erosion you want (be carefull its expensive on ressources)</param>
/// <returns>The Bitmap with the eroded contents</returns>
public static Bitmap Erode(Bitmap inputBitmap, int kernelSize)
{
Bitmap outputBitmap = new Bitmap(inputBitmap.Width, inputBitmap.Height);
int[,] kernel = new int[kernelSize, kernelSize];
for (int i = 0; i < kernelSize; i++)
{
for (int j = 0; j < kernelSize; j++)
{
kernel[i, j] = 1;
}
}
for (int y = kernelSize / 2; y < inputBitmap.Height - kernelSize / 2; y++)
{
for (int x = kernelSize / 2; x < inputBitmap.Width - kernelSize / 2; x++)
{
bool flag = true;
for (int i = -kernelSize / 2; i <= kernelSize / 2; i++)
{
for (int j = -kernelSize / 2; j <= kernelSize / 2; j++)
{
Color pixel = inputBitmap.GetPixel(x + i, y + j);
int gray = (int)(pixel.R * 0.3 + pixel.G * 0.59 + pixel.B * 0.11);
if (gray >= 128 && kernel[i + kernelSize / 2, j + kernelSize / 2] == 1)
{
flag = false;
break;
}
}
if (!flag)
{
break;
}
}
if (flag)
{
outputBitmap.SetPixel(x, y, Color.FromArgb(255, 255, 255));
}
else
{
outputBitmap.SetPixel(x, y, Color.FromArgb(0, 0, 0));
}
}
}
return outputBitmap;
}
/// <summary>
/// Method that that use dilatation of the morphology of a bitmap
/// </summary>
/// <param name="inputBitmap">The bitmap you want to use dilatation on</param>
/// <param name="kernelSize">The amount of dilatation you want (be carefull its expensive on ressources)</param>
/// <returns>The Bitmap after Dilatation</returns>
public static Bitmap Dilatation(Bitmap inputBitmap, int kernelSize)
{
Bitmap outputBitmap = new Bitmap(inputBitmap.Width, inputBitmap.Height);
int[,] kernel = new int[kernelSize, kernelSize];
for (int i = 0; i < kernelSize; i++)
{
for (int j = 0; j < kernelSize; j++)
{
kernel[i, j] = 1;
}
}
for (int y = kernelSize / 2; y < inputBitmap.Height - kernelSize / 2; y++)
{
for (int x = kernelSize / 2; x < inputBitmap.Width - kernelSize / 2; x++)
{
bool flag = false;
for (int i = -kernelSize / 2; i <= kernelSize / 2; i++)
{
for (int j = -kernelSize / 2; j <= kernelSize / 2; j++)
{
Color pixel = inputBitmap.GetPixel(x + i, y + j);
int gray = (int)(pixel.R * 0.3 + pixel.G * 0.59 + pixel.B * 0.11);
if (gray < 128 && kernel[i + kernelSize / 2, j + kernelSize / 2] == 1)
{
flag = true;
break;
}
}
if (flag)
{
break;
}
}
if (flag)
{
outputBitmap.SetPixel(x, y, Color.FromArgb(0, 0, 0));
}
else
{
outputBitmap.SetPixel(x, y, Color.FromArgb(255, 255, 255));
}
}
}
return outputBitmap;
}
}
}