Resizing images maintaining aspect ratio - image

I want to resize the images while maintaining the aspect ratio for displaying images on the web page. The maximum image size can be 640x480. What equation can be used to resize the images? I don't care about the newly resized image size. The resolution should be near to 640x480 pixels

I explain using C pseudo-code. First calculate the aspect ratio of the image you want to resize ("testImage"):
double rat = (double)testImage.Width / (double)testImage.Height;
Then we compare it with the aspect ratio of a 640x480 picture. If testImage's ratio ("rat") is bigger than the ratio of a 640x480 picture, then we know if we resize the picture so that its Width becomes 640, its height will not be more than 480. If testImage's aspect ratio is smaller, then we can resize the picture so that height becomes 480 without the width exceeding 640 pixels.
const double rat640x480 = 640.0 / 480.0;
if (rat > rat640x480)
testImage.Resize(Width := 640, Height := 640 / rat);
else
testImage.Resize(Width := 480 * rat, Height := 480);

Code in JAVA becomes
double ratio640x480 = 640.0 / 480.0;
double sourceRatio = (double) bitmap.getWidth() / (double) bitmap.getHeight();
if (sourceRatio > ratio640x480)
bitmap = Bitmap.createScaledBitmap(bitmap, 640, (int) (640 / sourceRatio), true);
else
bitmap = Bitmap.createScaledBitmap(bitmap, (int) (480 * sourceRatio), 480, true);

Related

Three.js - scaling background image to fit window, without stretching it

When using scene.background the texture is stretched to fit the window size.
I'm trying to reproduce the CSS cover attribute behavior as described on the MDN page:
Scales the image as large as possible without stretching the image.
If the proportions of the image differ from the element, it is cropped
either vertically or horizontally so that no empty space remains.
I understand the repeat and offset texture attributes should be used, but I'm not sure how.
Same problem with you. After digging docs I resolved it. Below code should work for people struggle with this.
targetWidth is your surface or canvas width.
imageWidth is width of texture need fit to target.
const targetAspect = targetWidth / targetHeight;
const imageAspect = imageWidth / imageHeight;
const factor = imageAspect / targetAspect;
// When factor larger than 1, that means texture 'wilder' than target。
// we should scale texture height to target height and then 'map' the center of texture to target, and vice versa.
scene.background.offset.x = factor > 1 ? (1 - 1 / factor) / 2 : 0;
scene.background.repeat.x = factor > 1 ? 1 / factor : 1;
scene.background.offset.y = factor > 1 ? 0 : (1 - factor) / 2;
scene.background.repeat.y = factor > 1 ? 1 : factor;

Scaling an image proportionally based on the image's dimensions and my restriction size

Looking for an expression that allows me to accomplish this:
I have an image of arbitrary width/height, whose dimensions I can grab before I draw it.
Because the image may be very large, I want to scale it down.
My canvas is going to have width w and height h.
For illustration purposes let's just say it's 320x240.
If the dimensions of the image are equal or smaller than the dimensions of the canvas, then the scale ratio is just 1.
If they are larger, I will scale it proportional to how much larger it is compared to the canvas size.
So for example if my image is 640x480, my scale ratio will be 0.5
If my image is 640x240, my scale ratio would still be 0.5
Similarly if it were 320x480
Can this be written in a single math expression? For ex:
def scale_ratio(canvas_width, canvas_height, image_width, image_height)
#math formula for calculating scale
return scale
function scale(canvas_width, canvas_height, image_width, image_height) {
return Math.min(Math.max(canvas_width / image_width, canvas_height / image_height), 1);
}
EDIT: You might want to do something like this to reduce rounding errors:
var scale_width = image_width;
var scale_height = image_height;
if (image_width > canvas_width || image_height > canvas_height) {
var image_ratio = image_height / image_width;
if (image_ratio * canvas_width > canvas_height) {
scale_width = canvas_height / image_ratio;
scale_height = canvas_height;
} else {
scale_width = canvas_width;
scale_height = image_ratio * canvas_width;
}
}

Resize image by pixel amount

I tried to find out, but I couldn't.
A image, for example, 241x76 has a total of 18,316 pixels (241 * 76).
The resize rule is, the amount of pixels cannot pass 10,000.
Then, how can I get the new size keeping the aspect ratio and getting less than 10,000 pixels?
Pseudocode:
pixels = width * height
if (pixels > 10000) then
ratio = width / height
scale = sqrt(pixels / 10000)
height2 = floor(height / scale)
width2 = floor(ratio * height / scale)
ASSERT width2 * height2 <= 10000
end if
Remember to use floating-point math for all calculations involving ratio and scale when implementing.
Python
import math
def capDimensions(width, height, maxPixels=10000):
pixels = width * height
if (pixels <= maxPixels):
return (width, height)
ratio = float(width) / height
scale = math.sqrt(float(pixels) / maxPixels)
height2 = int(float(height) / scale)
width2 = int(ratio * height / scale)
return (width2, height2)
An alternative function in C# which takes and returns an Image object:
using System.Drawing.Drawing2D;
public Image resizeMaxPixels(int maxPixelCount, Image originalImg)
{
Double pixelCount = originalImg.Width * originalImg.Height;
if (pixelCount < maxPixelCount) //no downsize needed
{
return originalImg;
}
else
{
//EDIT: not actually needed - scaleRatio takes care of this
//Double aspectRatio = originalImg.Width / originalImg.Height;
//scale varies as the square root of the ratio (width x height):
Double scaleRatio = Math.Sqrt(maxPixelCount / pixelCount);
Int32 newWidth = (Int32)(originalImg.Width * scaleRatio);
Int32 newHeight = (Int32)(originalImg.Height * scaleRatio);
Bitmap newImg = new Bitmap(newWidth, newHeight);
//this keeps the quality as good as possible when resizing
using (Graphics gr = Graphics.FromImage(newImg))
{
gr.SmoothingMode = SmoothingMode.AntiAlias;
gr.InterpolationMode = InterpolationMode.HighQualityBicubic;
gr.PixelOffsetMode = PixelOffsetMode.HighQuality;
gr.DrawImage(originalImg, new Rectangle(0, 0, newWidth, newHeight));
}
return newImg;
}
}
with graphics code from the answer to Resizing an Image without losing any quality
EDIT: Calculating the aspect ratio is actually irrelevant here as we're already scaling the width and height by the (square root) of the total pixel ratio. You could use it to calculate the newWidth based on the newHeight (or vice versa) but this isn't necessary.
Deestan's code works for square images, but in situations where the aspect ratio is different than 1, a square root won't do. You need to take scale to the power of aspect ratio divided by 2.
Observe (Python):
def capDimensions(width, height, maxPixels):
pixels = width * height
if (pixels <= maxPixels):
return (width, height)
ratio = float(width) / height
scale = (float(pixels) / maxPixels)**(width/(height*2))
height2 = round(float(height) / scale)
width2 = round(ratio * height2)
return (width2, height2)
Let's compare the results.
initial dimensions: 450x600
initial pixels: 270000
I'm trying to resize to get as close as possible to 119850 pixels.
with Deestan's algorithm:
capDimensions: 300x400
resized pixels: 67500
with the modified algorithm:
capDimensions. 332x442
resized pixels: 82668
width2 = int(ratio * height / scale)
would better be
width2 = int(ratio * height2)
because this would potentially preserve the aspect ratio better (as height2 has been truncated).
Without introducing another variable like 'sc', one can write
new_height = floor(sqrt(m / r))
and
new_width = floor(sqrt(m * r))
given m=max_pixels (here: 10.000), r=ratio=w/h (here: 241/76 = 3.171)
Both results are independent of each other! From each new_value, you can calculate the other dimension, with
(given: new_height) new_width = floor(new_height * r)
(given: new_width) new_height = floor(new_width / r)
Because of clipping the values (floor-function), both pairs of dimensions may differ in how close their ratio is to the original ratio; you'd choose the better pair.
Scaling images down to max number of pixels, while maintaining aspect ratio
This is what I came up with this afternoon, while trying to solve the math problem on my own, for fun. My code seems to work fine, I tested with a few different shapes and sizes of images. Make sure to use floating point variables or the math will break.
Pseudocode
orig_width=1920
orig_height=1080
orig_pixels=(orig_width * orig_height)
max_pixels=180000
if (orig_pixels <= max_pixels) {
# use original image
}
else {
# scale image down
ratio=sqrt(orig_pixels / max_pixels)
new_width=floor(orig_width / ratio)
new_height=floor(orig_height / ratio)
}
Example results
1920x1080 (1.77778 ratio) becomes 565x318 (1.77673 ratio, 179,670 pixels)
1000x1000 (1.00000 ratio) becomes 424x424 (1.00000 ratio, 179,776 pixels)
200x1200 (0.16667 ratio) becomes 173x1039 (0.16651 ratio, 179,747 pixels)

Resize image for Live Tile - WriteableBitmapEx

**
Found the solution
Because of the fact this is a tile, the image will always be strechted to 173 by 173!
To avoid this first create a dummy 173 by 173 and merge this with the resized one!
Rect rect = new Rect(0.0, 0.0, width, height);
WriteableBitmap bitmapDummy = new WriteableBitmap(173, 173);
bitmapDummy.Blit(rect, resized, rect, WriteableBitmapExtensions.BlendMode.None);
**
Well I have created a Background agent to update the live tile of my WP7 app.
But no matter what I try to resize it, I'm not getting a good result!
Any tips? Currently I have following code, but I also tried 135 by 173 and also the other Interpolation.
WriteableBitmap writeableBitmap = new WriteableBitmap(bitmapImage);
var resized = writeableBitmap.Resize(173, 173, System.Windows.Media.Imaging.WriteableBitmapExtensions.Interpolation.Bilinear);
There is also a small rectangle added below to show the title of the app! It's 40px in height, would be great if image would be cropped above.
The actual image is always 250 by 321px
Your problem is that you're not calculating the width/heights to a correct Aspect ratio.
So to get a 1:1 proportions, you would need a width of 134.735 pixels, for a 173 pixel height.
This can be done by first determining what side is the largest
var aspect = Math.Max(bitmapImage.Width, bitmapImage.Height)
var ratio = largest / 173;
var width = width / ratio;
var height = height / ratio;
var resizedImage = writeableBitmap.Resize(width, height, System.Windows.Media.Imaging.WriteableBitmapExtensions.Interpolation.Bilinear);
And remember to set Stretch="Uniform" to avoid stretching the image to unnecessary proportions.
To create a 173x173 pixel image, with the other image applied on top, use the Blit function from WriteableBitmapEx
var tileImage = new WriteableBitmap(173, 173, ...)
tileImage.Blit(new Rect(width, height), resizedImage, new Rect(width, height), BlendMode.None);

How do I find a dimension of aspect ratio 4:3 which fits within a predetermined size?

The problem here is I have a display window of size x by y, and I need to display an image inside the window without any scrolling, and to maintain the aspect ratio of 4:3. I have the following snippet of code:
// Lock the current height, calculate new width of the canvas and scale the viewport.
// get width of the movie canvas
qreal width = canvas_->width();
// Find the height of the video
qreal height = (width/4.0) * 3;
// find original width and height for video to calculate scaling factor
qreal videoWidth = movieData_->GetWidth();
qreal videoHeight = movieData_->GetHeight();
// calculate scaling factor
qreal scaleFactorWidth = width/videoWidth;
qreal scaleFactorHeight = height/videoHeight;
Of course, by using either the height, or the width as the 'anchor', one way or other the new image will cause scrolling (assuming the original image is larger than the window in the first place). How do I find a dimension of aspect ratio 4:3 which fits within a predetermined size?
Edit
I would need to pass in a scale factor for both x and y to do the scaling
canvas_->scale(scaleFactorWidth, scaleFactorHeight);
Just take the minimum of the both calculated values:
scale = min(scaleFactorWidth, scaleFactorHeight)
or (if you want outer-fit)
scale = max(scaleFactorWidth, scaleFactorHeight)
struct dimensions resize_to_fit_in(struct dimensions a, struct dimensions b) {
double wf, hf, f;
struct dimensions out;
wf = (double) b.w / a.w;
hf = (double) b.h / a.h;
if (wf > hf)
f = hf;
else
f = wf;
out.w = a.w * f;
out.h = a.h * f;
return out;
}
An here is a C version where the returned dimension will be a dimension 'a' fitted in dimension 'b' without loosing aspect ratio.
Find the largest of the two values width, w and height h. Say your maximum width x height is 100 x 80. Note that 100/80 = 1.25.
Case 1: If w/h > 1.25, then divide w by 100 to get the ratio of your original size to the new size. Then multiply h by that ratio.
Case 2: Otherwise, then divide h by 80 to get the ratio of your original size to the new size. Then multiply w by that ratio.
Here's an ActionScript version of what you ask (resize while maintaining aspect ratio)... shouldn't be too hard to port to whatever:
private static function resizeTo(dispObj:DisplayObject, width:Number, height:Number) : void
{
var ar:Number = width / height;
var dispObjAr:Number = dispObj.width/dispObj.height;
if (ar < dispObjAr)
{
dispObj.width = width;
dispObj.height = width / dispObjAr;
}
else
{
dispObj.height = height;
dispObj.width = height * dispObjAr;
}
return;
}
EDIT: In order to maintain 4:3 the source images would need to be 4:3

Resources