I need to overlay some texts on an image; this text should be lighter or darker based on the overall image lightness. How to compute the overall (perceived) lightness of an image?
Found something interesting for single pixel: Formula to determine brightness of RGB color
Here are 3 ways to calculate Luminance: Luminance (standard for certain colour spaces): (0.2126*R + 0.7152*G + 0.0722*B) source. Luminance (perceived option 1): (0.299*R + 0.587*G + 0.114*B) source.
It's generally the same for "brightness" of an image, "loudness" of a sound signal, etc. Some ideas of what you can use as a generic "brightness" is: Average value of all the pixels (i.e. sum up all the brightnesses of all the pixels, then divide by total amount of pixels, i.e. width * height).
The intensity is the sum of the RGB values normalized to 1: 1 1= 3(R + G+ B). (10.11) - R+G+B.
Solved by me:
public static double CalculateAverageLightness(Bitmap bm)
{
double lum = 0;
var tmpBmp = new Bitmap(bm);
var width = bm.Width;
var height = bm.Height;
var bppModifier = bm.PixelFormat == PixelFormat.Format24bppRgb ? 3 : 4;
var srcData = tmpBmp.LockBits(new Rectangle(0, 0, bm.Width, bm.Height), ImageLockMode.ReadOnly, bm.PixelFormat);
var stride = srcData.Stride;
var scan0 = srcData.Scan0;
//Luminance (standard, objective): (0.2126*R) + (0.7152*G) + (0.0722*B)
//Luminance (perceived option 1): (0.299*R + 0.587*G + 0.114*B)
//Luminance (perceived option 2, slower to calculate): sqrt( 0.299*R^2 + 0.587*G^2 + 0.114*B^2 )
unsafe
{
byte* p = (byte*)(void*)scan0;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int idx = (y * stride) + x * bppModifier;
lum += (0.299*p[idx + 2] + 0.587*p[idx + 1] + 0.114*p[idx]);
}
}
}
tmpBmp.UnlockBits(srcData);
tmpBmp.Dispose();
var avgLum = lum / (width * height);
return avgLum/255.0;
}
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