OpenCV iOS - Image Processing {#tutorial_image_manipulation} ============================= Goal ---- In this tutorial we will learn how to do basic image processing using OpenCV in iOS. Introduction ------------ In *OpenCV* all the image processing operations are usually carried out on the *Mat* structure. In iOS however, to render an image on screen it have to be an instance of the *UIImage* class. To convert an *OpenCV Mat* to an *UIImage* we use the *Core Graphics* framework available in iOS. Below is the code needed to covert back and forth between Mat's and UIImage's. @code{.m} - (cv::Mat)cvMatFromUIImage:(UIImage *)image { CGColorSpaceRef colorSpace = CGImageGetColorSpace(image.CGImage); CGFloat cols = image.size.width; CGFloat rows = image.size.height; cv::Mat cvMat(rows, cols, CV_8UC4); // 8 bits per component, 4 channels (color channels + alpha) CGContextRef contextRef = CGBitmapContextCreate(cvMat.data, // Pointer to data cols, // Width of bitmap rows, // Height of bitmap 8, // Bits per component cvMat.step[0], // Bytes per row colorSpace, // Colorspace kCGImageAlphaNoneSkipLast | kCGBitmapByteOrderDefault); // Bitmap info flags CGContextDrawImage(contextRef, CGRectMake(0, 0, cols, rows), image.CGImage); CGContextRelease(contextRef); return cvMat; } @endcode @code{.m} - (cv::Mat)cvMatGrayFromUIImage:(UIImage *)image { CGColorSpaceRef colorSpace = CGImageGetColorSpace(image.CGImage); CGFloat cols = image.size.width; CGFloat rows = image.size.height; cv::Mat cvMat(rows, cols, CV_8UC1); // 8 bits per component, 1 channels CGContextRef contextRef = CGBitmapContextCreate(cvMat.data, // Pointer to data cols, // Width of bitmap rows, // Height of bitmap 8, // Bits per component cvMat.step[0], // Bytes per row colorSpace, // Colorspace kCGImageAlphaNoneSkipLast | kCGBitmapByteOrderDefault); // Bitmap info flags CGContextDrawImage(contextRef, CGRectMake(0, 0, cols, rows), image.CGImage); CGContextRelease(contextRef); return cvMat; } @endcode After the processing we need to convert it back to UIImage. The code below can handle both gray-scale and color image conversions (determined by the number of channels in the *if* statement). @code{.m} cv::Mat greyMat; cv::cvtColor(inputMat, greyMat, COLOR_BGR2GRAY); @endcode After the processing we need to convert it back to UIImage. @code{.m} -(UIImage *)UIImageFromCVMat:(cv::Mat)cvMat { NSData *data = [NSData dataWithBytes:cvMat.data length:cvMat.elemSize()*cvMat.total()]; CGColorSpaceRef colorSpace; if (cvMat.elemSize() == 1) { colorSpace = CGColorSpaceCreateDeviceGray(); } else { colorSpace = CGColorSpaceCreateDeviceRGB(); } CGDataProviderRef provider = CGDataProviderCreateWithCFData((__bridge CFDataRef)data); // Creating CGImage from cv::Mat CGImageRef imageRef = CGImageCreate(cvMat.cols, //width cvMat.rows, //height 8, //bits per component 8 * cvMat.elemSize(), //bits per pixel cvMat.step[0], //bytesPerRow colorSpace, //colorspace kCGImageAlphaNone|kCGBitmapByteOrderDefault,// bitmap info provider, //CGDataProviderRef NULL, //decode false, //should interpolate kCGRenderingIntentDefault //intent ); // Getting UIImage from CGImage UIImage *finalImage = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGDataProviderRelease(provider); CGColorSpaceRelease(colorSpace); return finalImage; } @endcode Output -------- ![](images/output.jpg) Check out an instance of running code with more Image Effects on [YouTube](http://www.youtube.com/watch?v=Ko3K_xdhJ1I) . \htmlonly
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