How can I detect the difference between 2 images, creating a mask of the area that's different in order to process the area that's common to both images (gaussian blur for example)?
EDIT: I'm currently using this code to get the RGBA value of pixels:
+ (NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)xx andY:(int)yy count:(int)count
{
NSMutableArray *result = [NSMutableArray arrayWithCapacity:count];
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;
for (int ii = 0 ; ii < count ; ++ii)
{
CGFloat red = (rawData[byteIndex] * 1.0) / 255.0;
CGFloat green = (rawData[byteIndex + 1] * 1.0) / 255.0;
CGFloat blue = (rawData[byteIndex + 2] * 1.0) / 255.0;
CGFloat alpha = (rawData[byteIndex + 3] * 1.0) / 255.0;
byteIndex += 4;
UIColor *acolor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
[result addObject:acolor];
}
free(rawData);
return result;
}
The problem is, the images are being captured from the iPhone's camera so they are not exactly the same position. I need to create areas of a couple of pixels and extracting the general color of the area (maybe by adding up the RGBA values and dividing by the number of pixels?). How could I do this and then translate it to a CGMask?
I know this is a complex question, so any help is appreciated.
Thanks.
I think the simplest way to do this would be to use a difference blend mode. The following code is based on code I use in CKImageAdditions.
+ (UIImage *) differenceOfImage:(UIImage *)top withImage:(UIImage *)bottom {
CGImageRef topRef = [top CGImage];
CGImageRef bottomRef = [bottom CGImage];
// Dimensions
CGRect bottomFrame = CGRectMake(0, 0, CGImageGetWidth(bottomRef), CGImageGetHeight(bottomRef));
CGRect topFrame = CGRectMake(0, 0, CGImageGetWidth(topRef), CGImageGetHeight(topRef));
CGRect renderFrame = CGRectIntegral(CGRectUnion(bottomFrame, topFrame));
// Create context
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
if(colorSpace == NULL) {
printf("Error allocating color space.\n");
return NULL;
}
CGContextRef context = CGBitmapContextCreate(NULL,
renderFrame.size.width,
renderFrame.size.height,
8,
renderFrame.size.width * 4,
colorSpace,
kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorSpace);
if(context == NULL) {
printf("Context not created!\n");
return NULL;
}
// Draw images
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextDrawImage(context, CGRectOffset(bottomFrame, -renderFrame.origin.x, -renderFrame.origin.y), bottomRef);
CGContextSetBlendMode(context, kCGBlendModeDifference);
CGContextDrawImage(context, CGRectOffset(topFrame, -renderFrame.origin.x, -renderFrame.origin.y), topRef);
// Create image from context
CGImageRef imageRef = CGBitmapContextCreateImage(context);
UIImage * image = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGContextRelease(context);
return image;
}
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