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API Reference

TIP: You can create your custom build of the library with the filters/plugins you choose. Each filter and plugin is independent and can be used in a mix-n-match manner, as long as the core classes are always included. Change the dependencies file to include your own selection of filters and plugins for your custom build

Contents

Image Class

new FILTER.Image(image:Image|Video|Canvas|FILTER.Image|ImageData = null);

This is a placeholder for an image, along with basic methods to access the image data and alter them.

Static Methods:

  • load(src [, done:Function]):FILTER.Image load image uri to FILTER.Image and call done callback when loaded

Methods:

  • image(image:Image|Video|Canvas|FILTER.Image|ImageData) Sets/Alters the underlying image
  • select(x1:Number, y1:Number, x2:Number, y2:Number, absolute:Boolean=false) set a (relative or absolute) rectangle as selected part of image (any filters will be applied only to that part)
  • select(false)/deselect() remove previous selection (selected part becomes whole image)
  • store() store the current filtered/processed image as the original image
  • restore() restore the original image, remove any filters applied to this image
  • restorable(bool:Boolean) whether the image is restorable (it can be faster if not)
  • apply(filter:Filter [, callback:Function]) shorthand to apply method of a FILTER.Filter instance, image will change after application
  • apply2(filter:Filter, destImage:Image [, callback:Function]) shorthand to apply2 method of a FILTER.Filter instance, to a destination image destImage will change after application
  • mapReduce(mappings:Array, reduce:Function, done:Function) split image and process each part with map/reduce (see below)
  • clone(original:Boolean) gets a clone of the image as a new FILTER.Image instance (if true=original clones the un-processed image)
  • clear() clear the image data
  • fill(color:Color, x:Integer, y:Integer, w:Integer, h:Integer) fill the image area with a specific color
  • crop(x1:Integer,y1:Integer,x2:Integer,y2:Integer) crop image area
  • scale(sx:Number, sy:Number) scale the image in x/y directions
  • dimensions(w:Integer, h:Integer) set image dimensions
  • flipHorizontal() flip image horizontally
  • flipVertical() flip image vertically
  • setData():ImageData sets the image pixel data
  • getData(processed:Boolean=false) gets a copy of image (original or processed/filtered) pixel data
  • setSelectedData() sets the image pixel data for the current selection
  • getSelectedData(processed:Boolean=false) gets a copy of the (original or processed/filtered) pixel data of current image selection region
  • toImage(callback:Function, type:String="image") call callback with an Image object or a data uri of the current image according to type ("uri" or "image")

Map/Reduce

Image allows to be split in parts and each part be processed by a filter in parallel (map) and then combined as they complete (reduce). For example split an image in 4 parts and apply grayscaling to each part in parallel:

const img = FILTER.Image.load('somelargeimage.jpg', () => {
    // break img in parts and process each part in parallel with mapReduce
    img.mapReduce([
    // map
    {
        from: {x:0, y:0}, to: {x:0.5, y:0.5}, // 1st quadrant, relative coords
        filter: FILTER.ColorMatrixFilter().grayscale().worker(true)
    },{
        from: {x:0.5, y:0}, to: {x:1, y:0.5}, // 2nd quadrant, relative coords
        filter: FILTER.ColorMatrixFilter().grayscale().worker(true)
    },{
        from: {x:0.5, y:0.5}, to: {x:1, y:1}, // 3rd quadrant, relative coords
        filter: FILTER.ColorMatrixFilter().grayscale().worker(true)
    },{
        from: {x:0, y:0.5}, to: {x:0.5, y:1}, // 4th quadrant, relative coords
        filter: FILTER.ColorMatrixFilter().grayscale().worker(true)
    }
    ],
    // reduce
    (img, result, from, to, absolute, filter, index) => {
        filter.worker(false); // dispose parallel worker
        // update this part that is completed
        img.setDataToSelection(result, from.x, from.y, to.x, to.y, absolute /*whether selection uses absolute or relative coords*/);
    },
    // finalize, if needed
    () => {}
    );
});

Generic Abstract Filter

Each filter (and plugin) is an extension of the generic abstract filter, which provides some common methods.

Note: Built-in and plugin filters implement the constructor-factory pattern meaning one can instantiate them without the explicit new Filter() operator.

Properties:

  • name the (class) name of the filter (should be the exact class name, since this is also used by worker filters to instantiate the appropriate filter)
  • hasMeta whether the filter has meta data passed between processes (except the current image data), for example bounding boxes or other data (for example the HaarDetectorFilter returns the detected regions as metaData, while the passed image data are left unchanged)
  • meta the (optional) filter's metadata object or null if filter has no metadata
  • hasInputs whether the filter has multiple extra inputs (except the current image data input), for example blend filters or displacement map filters or alpha mask filters have an extra image input (the blending image or displacement image or mask image respectively)
  • inputs the extra filter's inputs object (by key)

Methods:

  • reset() reset the filter to identity (trivial)
  • dispose() dispose the filter (disposes associated filter thread also if needed)
  • turnOn([bool:Boolean=true]) turn the filter ON/OFF
  • toggle() toggle the filter's ON/OFF status
  • isOn() check if filter is ON or OFF
  • combineWith(similarFilterInstance:Filter) for any filter that supports combination of a similar filter with itself, else does nothing
  • setMode(mode:FILTER.MODE) Set the filter mode, each filter may use this parameter as it sees fit (for example see below)
  • setInput(key:String, inputImage:Image) for filters that accept multiple extra inputs (e.g blend filters) this method sets various extra inputs by key and manages the extra inputs more efficiently and transparently
  • unsetInput(key) for filters that accept multiple extra inputs (e.g blend filters) this method unsets inputs by key (see above)
  • input(key)/getInput(key) for filters that accept multiple extra inputs (except the main image input e.g blend filters) the extra inputs are available to the filter via this method by inputKey (see above)
  • serialize() serialize filter's parameters (for use during parallel processing)
  • unserialize(data:Object) unserialize filter's parameters (for use during parallel processing)
  • metaData()/getMetadata() access filter's metadada (if filter supports process metaData, e.g featureDetection filters)
  • select(x1:Number, y1:Number, x2:Number, y2:Number, absolute:Boolean=false) define a (relative or absolute) rectangular area as filter selection (this is available to each filter to handle as it sees fit, see for example the HaarDetectorFilter plugin)
  • select(false)/deselect() deselect any selection made previously
  • makeGLSL([bool:Boolean=true]) make the filter run in webgl (if filter supports it)
  • isGLSL() check if filter is set to run in webgl
  • makeWASM([bool:Boolean=true]) make the filter run in web assembly (if filter supports it)
  • isWASM() check if filter is set to run in assembly
  • worker/thread([enabled:Boolean=true [, import_extra_scripts:Array]]) enable/disable parallel filter thread/worker for this filter (each filter can have its own worker filter in another thread transparently)
  • apply(srcImg:Image [, destImg:Image=srcImg] [, callback:Function]) apply the filter to a dest Image instance using imageData from srcImage (the destImage output will be changed after the filter application, the filters can be removed if image is restorable)

Color Table Filter

new FILTER.ColorTableFilter(colorTable:ImageArray [, colorTableG:ImageArray, colorTableB:ImageArray]);

The (optional) colorTable(s) parameter(s) are array(s) of 256 numbers which define the color lookup map(s) (separately for Green and Blue channels if specified, else same table for all RGB channels).

The filter scans an image and maps each pixel color according to the color table map per color

NEW Color Table Filter supports WebGL

NEW Color Table Filter supports Web Assembly

The class has various pre-defined filters which can be combined in any order.

  • functional(fR:Function, fG:Function=fR, fB:Function=fG) set color tables via functionals per color channel (or same for all channels)
  • invert() Inverts image colors to their complementary
  • mask(mask:HEX) Apply a bit-mask to the image pixels
  • replace(color:HEX, replacecolor:HEX) Replace a color with another color
  • extract(channel:FILTER.CHANNEL, range:Array, background:HEX) Extract a color range from a specific color channel and set all rest to a background color
  • gammaCorrection(gammaR:Number, gammaG:Number=gammaR, gammaB:Number=gammaG) Apply gamma correction to image channels
  • exposure(exposure:Number) Alter image exposure
  • solarize(threshold:Number, type:Integer=1) Apply a solarize effect
  • solarize2() Apply alternative solarize effect (type=2)
  • posterize(numLevels:Integer) / quantize(numLevels:Integer) Quantize uniformly the image colors
  • binarize() Quantize uniformly the image colors in 2 levels
  • thresholds(thresholdsR:Array, thresholdsG:Array, thresholdsB:Array) Quantize non-uniformly the image colors according to given thresholds
  • threshold() Quantize non-uniformly the image colors in 2 levels according to given threshold
  • contrast(r:Number, g:Number=r, b:Number=g) Increase/Decrease image contrast
  • brightness(r:Number, g:Number=r, b:Number=g) Adjust image brightness
  • quickContrastCorrection(contrast:Number=1.2)

These filters are pre-computed, however any custom filter can be created by setting the color table manually (in the constructor).

Color Table Filters can be combined very easily since they operate only on mapping a single pixel color at a time.

In order to use both an invert and a posterize filter use the following chaining:

var invertPosterize = new FILTER.ColorTableFilter().invert().posterize(4);
// this also works
var invertPosterize = FILTER.ColorTableFilter().invert().posterize(4);

// if you want to make this filter work in another thread in parallel through a worker, do:
invertPosterize.worker();

// if you want to stop and dispose the worker for this filter, do:
invertPosterize.worker(false);

// if you want to make this filter work in webgl do:
invertPosterize.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
invertPosterize.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(invertPosterize);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Color Matrix Filter

new FILTER.ColorMatrixFilter(colorMatrix:Array);

This filter is analogous to the ActionScript filter of same name. The (optional) colorMatrix parameter is an array of 20 numbers which define the multipliers and bias terms for the RGBA components of each pixel in an image.

The filter scans an image and maps each pixel colors linearly according to the color matrix.

NEW Color Matrix Filter supports WebGL

NEW Color Matrix Filter supports Web Assembly

The class has various pre-defined filters which can be combined in any order.

  • redChannel() / greenChannel() / blueChannel() / alphaChannel() Get the R/G/B/A channel of the image as a new image
  • swapChannels(ch1:FILTER.CHANNEL, ch2:FILTER.CHANNEL) swap 2 image channels (eg FILTER.CHANNEL.GREEN, FILTER.CHANNEL.BLUE)
  • maskChannel(ch:FILTER.CHANNEL) mask (remove) an image channel
  • desaturate() / grayscale() Applies grayscaling to an image
  • colorize(color:HEX, amount:Number=1) Applies pseudo-color to an image
  • invert() Inverts image colors to their complementary
  • invertAlpha() Inverts ALPHA channel of image
  • saturate(saturation:Number) Saturates the image (each color to maximum degree)
  • contrast(r:Number, g:Number=r, b:Number=g) Increase/Decrease image contrast
  • brightness(r:Number, g:Number=r, b:Number=g) Adjust image brightness
  • adjustHue(degrees:Number) adjust image hue by degrees
  • average(r:Number=1/3, g:Number=r, b:Number=g) color image to an average color (similar to grayscale)
  • quickContrastCorrection(contrast:Number=1.2)
  • sepia(amount:Number=0.5) applies a quick sepia effect
  • sepia2(amount:Number=10) applies an alternative quick sepia effect
  • threshold(threshold:Number) applies a color threshod to the image
  • thresholdRGB(threshold:Number) applies a threshod to the image only to the RGB channels
  • thresholdAlpha() applies a threshod to the image only to the Alpha channel
  • blend() blend this filter with another color matrix filter

These filters are pre-computed, however any custom filter can be created by setting the filter weights manually (in the constructor).

Color Matrix Filters can be combined very easily since they operate only on mapping single pixel colors linearly.

In order to use both a grayscale and a contrast filter use the following chaining:

var grc = new FILTER.ColorMatrixFilter().grayscale().contrast(1);
// this also works
var grc = FILTER.ColorMatrixFilter().grayscale().contrast(1);

// if you want to make this filter work in another thread in parallel through a worker, do:
grc.worker();

// if you want to stop and dispose the worker for this filter, do:
grc.worker(false);


// if you want to make this filter work in webgl do:
grc.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
grc.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(grc);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Color Map Filter

new FILTER.ColorMapFilter(colorMap:Function);

The filter scans an image and maps each pixel colors non-linearly according to the color mapping function.

NEW Color Map Filter supports WebGL

The class has various pre-defined filters.

  • threshold/quantize(thresholds:Array, quantizedcolors:Array) applies a full 32-bit threshods to the image with quantized colors
  • extract/mask(min:Number, max:Number, background:HEX) applies a color mask to (i.e extracts range of colors from) image
  • RGB2HSV() transforms RGB to HSV color space
  • HSV2RGB() transforms HSV to RGB color space
  • RGB2HSL() transforms RGB to HSL color space
  • HSL2RGB() transforms HSL to RGB color space
  • RGB2HWB() transforms RGB to HWB color space
  • HWB2RGB() transforms HWB to RGB color space
  • RGB2CMYK() transforms RGB to CMY(K) color space
  • hue() transforms to grayscale based on hue
  • saturation() transforms to grayscale based on saturation

These filters are pre-computed, however any custom filter can be created by setting the color mapping function manually (in the constructor).

Color Map Filters cannot be combined very easily since they operate on mapping single pixel colors non-linearly.

To apply the filter to an image do:

var hsv = new FILTER.ColorMapFilter().RGB2HSV();
// this also works
var hsv = FILTER.ColorMapFilter().RGB2HSV();

// if you want to make this filter work in another thread in parallel through a worker, do:
hsv.worker();

// if you want to stop and dispose the worker for this filter, do:
hsv.worker(false);

// if you want to make this filter work in webgl do:
hsv.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
hsv.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(hsv);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Affine Matrix Filter

new FILTER.AffineMatrixFilter(affineMatrix:Array);

The filter scans an image and maps each pixel position linearly according to the affine transformation matrix.

The optional transformMatrix parameter is an array of numbers that defines the linear geometric mapping of pixels (see examples)

NEW Affine Matrix Filter supports WebGL

NEW Affine Matrix Filter supports Web Assembly

The class has some pre-defined filters to use.

  • flipX() Flip the target image wrt to X axis
  • flipY() Flip the target image wrt to Y axis
  • flipXY() Flip the target image wrt to both X and Y axis
  • translate(dx:Number, dy:Number, relative:Boolean) Translate target image by dx, dy (relative) offsets
  • rotate(theta:Number) Rotate target image by theta radians
  • scale(sx:Number, sy:Number) Scale target image by sx, sy amount
  • skew(thetax:Number, thetay:Number) Skew target image by thetax, thetay amounts in each direction

Affine Matrix Filters can be combined very easily since they operate on mapping single pixels positions linearly.

In order to use an affine matrix filter do the following:

var flipX = new FILTER.AffineMatrixFilter().flipX();
// this also works
var flipX = FILTER.AffineMatrixFilter().flipX();

// if you want to make this filter work in another thread in parallel through a worker, do:
flipX.worker();

// if you want to stop and dispose the worker for this filter, do:
flipX.worker(false);


// if you want to make this filter work in webgl do:
flipX.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
flipX.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(flipX);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Geometric Map Filter

new FILTER.GeometricMapFilter(geometricMap:Function);

The filter scans an image and maps each pixel position non-linearly according to the geometric transformation map function.

The optional geometricMap parameter is a function that implements a geometric mapping of pixels (see examples)

NEW Geometric Map Filter supports WebGL

NEW Geometric Map Filter supports Web Assembly

The class has some pre-defined filters to use.

  • generic() Apply a a user-defined generic geometric mapping to the image
  • twirl() Apply a twirling map
  • sphere() Apply a spherical map
  • polar() Transform image to polar coords
  • cartesian() Inverse of polar

Geometric Map Filters cannot be combined very easily since they operate on mapping single pixels positions non-linearly. Use a composite filter (see below)

In order to use a geometric filter do the following:

var twirl = new FILTER.GeometricMapFilter().twirl();
// this also works
var twirl = FILTER.GeometricMapFilter().twirl();

// if you want to make this filter work in another thread in parallel through a worker, do:
twirl.worker();

// if you want to stop and dispose the worker for this filter, do:
twirl.worker(false);

// if you want to make this filter work in webgl do:
twirl.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
twirl.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(twirl);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Displacement Map Filter

new FILTER.DisplacementMapFilter(displaceMap:Image);

This filter is analogous to the ActionScript filter of same name. The displaceMap parameter is a (FILTER.Image instance) image that acts as the displacement Map.

The filter scans an image and maps each pixel position non-linearly according to the (coloring of the) displacement map image.

NEW Displacement Map Filter supports WebGL

NEW Displacement Map Filter supports Web Assembly

Displacement Map Filters cannot be combined very easily since they operate on mapping single pixels positions non-linearly. Use a composite filter (see below)

In order to use an displace filter do the following:

var dF = new FILTER.DisplacementMapFilter(displaceMap);
// this also works
var dF = FILTER.DisplacementMapFilter(displaceMap);

// set any filter parameters if needed
dF.scaleX = 100;  // amount of scaling in the x-direction
dF.scaleY = 100;  // amount of scaling in the y-direction
df.startX = 0; // x coordinate of filter application point
df.startY = 0; // y coordinate of filter application point
df.componentX = FILTER.CHANNEL.GREEN; // use the map green channel for the x displacement
dF.mode = FILTER.MODE.WRAP; // any values outside image should be wrapped around

// if you want to make this filter work in another thread in parallel through a worker, do:
dF.worker();

// if you want to stop and dispose the worker for this filter, do:
dF.worker(false);


// if you want to make this filter work in webgl do:
dF.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
dF.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(dF);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Convolution Matrix Filter

new FILTER.ConvolutionMatrixFilter(convolutionMatrix:Array, factor:Number);

This filter is analogous to the ActionScript filter of same name. The (optional) convolutionMatrix parameter is a square matrix of convolution coefficients represented as an array. The (optional) factor is the normalization factor for the convoltuon matrix. The matrix elements should sum up to 1, in order for the filtered image to have same brightness as original.

The filter scans an image and changes the current pixel by mixing the RGBA channels of the pixel and the pixels in its neighborhood according to the convolution matrix.

A convolution matrix with large dimesions (NxN) will use pixels from a larger neighborhood and hence it is slower.

Convolution matrices usually have odd dimensions (3x3, 5x5, 7x7, 9x9, etc..) This is related to the fact that the matrix must define a unique center element (ie. current pixel) which only odd dimensions allow.

NEW Convolution Matrix Filter supports WebGL

NEW Convolution Matrix Filter supports Web Assembly

The class has various pre-defined filters to use.

  • fastGauss() A fast approximation of gaussian filter of arbitrary dimension
  • gauss(sigma) An actual gaussian filter with given sigma
  • functional(kernelFunc:Function, dimension:Number, isSeparable:Boolean) generic functional-based convolution kernel, e.g use a real gaussian kernel function etc..
  • lowPass() / boxBlur() Generic (box) fast lowpass filter (ie. box blur)
  • highPass() Generic fast high pass filter (derived from the associated low pass filter)
  • binomialLowPass() / gaussBlur() Generic (pseudo-gaussian) lowpass filter (ie. gauss blur)
  • binomialHighPass() Generic high pass filter (derived from the associated low pass filter)
  • horizontalBlur() apply a fast blur only to horizontal direction
  • verticalBlur() apply a fast blur only to vertical direction
  • directionalBlur() apply a fast blur to an arbitrary direction (at present supports only horizontal/vertical and diagonal blurs)
  • glow() apply a fast glow effect
  • sharpen() Sharpen the image fast
  • prewittX() / gradX() X-gradient of the image using the Prewitt Operator (similar to horizontal edges)
  • prewittY() / gradY() Y-gradient of the image using the Prewitt Operator (similar to vertical edges)
  • prewittDirectional() / gradDirectional() Directional-gradient of the image using the Prewitt Operator (similar to edges along a direction)
  • prewitt() / grad() Total gradient of the image (similar to edges/prewitt operator)
  • sobelX() X-gradient using Sobel operator (similar to horizontal edges)
  • sobelY() Y-gradient using Sobel operator (similar to vertical edges)
  • sobelDirectional() Directional-gradient using Sobel operator (similar to edges along a direction)
  • sobel() Total gradient of the image using Sobel operator
  • laplace() Total second gradient of the image (fast Laplacian)
  • bilateral(d, sigmaSpatial, sigmaColor) Apply bilateral filter with dimension d with given sigmaSpatial and sigmaColor
  • emboss() / bump() Apply emboss effect to the image
  • edges() Apply an edge filter to the image
  • setMode(FILTER.MODE.GRAY) Use faster convolution filters for grayscale images

These filters are pre-computed, however any custom filter can be created by setting the filter weights manually (in the constructor).

Convolution Filters cannot be combined very easily since they operate on varying pixel neighborhoods at a time. Using a composite filter, filters can be combined into a filter stack which apply one at a time (see below)

In order to use an emboss filter do the following:

var emboss = new FILTER.ConvolutionMatrixFilter().emboss();
// this also works
var emboss = FILTER.ConvolutionMatrixFilter().emboss();

// if you want to make this filter work in another thread in parallel through a worker, do:
emboss.worker();

// if you want to stop and dispose the worker for this filter, do:
emboss.worker(false);


// if you want to make this filter work in webgl do:
emboss.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
emboss.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(emboss);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Morphological Filter

new FILTER.MorphologicalFilter();

This filter implements basic morphological processing like erode and dilate filters with arbitrary structure elements (given as matrix array)

NEW Morphological Filter supports WebGL

NEW Morphological Filter supports Web Assembly

The class has some pre-defined filters to use.

  • erode() Apply morphological erode operation
  • dilate() Apply morphological dilate operation
  • opening() Apply morphological opening operation
  • closing() Apply morphological closing operation
  • gradient() Apply morphological gradient operation
  • laplacian() Apply morphological laplacian (2nd-order gradient) operation
  • setMode(FILTER.MODE.GRAY) Use faster morphological filters for grayscale images

Morphological Filters cannot be combined very easily since they operate on varying pixel neighborhoods at a time with non-linear processing. Use a composite filter (see below)

In order to use a dilate filter do the following:

var dilate = new FILTER.MorphologicalFilter().dilate([
        0, 0, 1,
        0, 1, 0,
        1, 0, 0
]);  // dilate with a 3x3 diagonal structure element
// this also works
var dilate = FILTER.MorphologicalFilter().dilate([
        0, 0, 1,
        0, 1, 0,
        1, 0, 0
]);  // dilate with a 3x3 diagonal structure element

// if you want to make this filter work in another thread in parallel through a worker, do:
dilate.worker();

// if you want to stop and dispose the worker for this filter, do:
dilate.worker(false);


// if you want to make this filter work in webgl do:
dilate.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
dilate.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(dilate);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Statistical Filter

new FILTER.StatisticalFilter();

This filter implements some statistical processing like median filters and erode/dilate (maximum/minimum) filters which use statistics and kth-order statistics concepts.

NEW Statistical Filter supports WebGL

The class has some pre-defined filters to use.

  • median(dimension:Integer=3) Apply median (ie. lowpass/remove noise) filter, same as kth(0.5)
  • minimum(dimension:Integer=3)/erode(dimension:Integer=3) Apply minimum (erode) filter, same as kth(0)
  • maximum(dimension:Integer=3)/dilate(dimension:Integer=3) Apply maximum (dilate) filter, same as kth(1)
  • kth(k:Number, dimension:Integer=3) Apply kth statistic for arbitarry k in 0..1 range
  • setMode(FILTER.MODE.GRAY) Use faster statistical filters for grayscale images

Statistical Filters cannot be combined very easily since they operate on varying pixel neighborhoods at a time with non-linear processing. Use a composite filter (see below)

In order to use a median filter do the following:

var median = new FILTER.StatisticalFilter().median(3);  // 3x3 median
// this also works
var median = FILTER.StatisticalFilter().median(3);  // 3x3 median

// if you want to make this filter work in another thread in parallel through a worker, do:
median.worker();

// if you want to stop and dispose the worker for this filter, do:
median.worker(false);

// if you want to make this filter work in webgl do:
median.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
median.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(median);   // image is a FILTER.Image instance, see examples

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Blend Filter

new FILTER.BlendFilter(blendMatrix:Array);

The filter blends multiple images together with svg-like blending modes using a blendMatrix that is a (flat) array of rows (each row having 4 items, total = 4N for N images) describing the blendMode, start x,y positions and enabled flag for each of the blend images to be blended with the main image (see below).

NEW Blend Filter supports WebGL

NEW Blend Filter supports Web Assembly

Supported Blend Modes:

  • normal
  • multiply
  • screen
  • overlay
  • darken
  • lighten
  • color-dodge
  • color-burn
  • hard-light
  • soft-light
  • difference
  • exclusion
  • average
  • linear-dodge/add
  • linear-burn/subtract
  • negation
  • linear-light

In order to use a blend filter do the following:

var blend3Images = FILTER.BlendFilter([
  /* blendMode, startX, startY, enabled */
    "screen",    0,      0,      1,     /*input1*/
    "overlay",   10,    10,      1      /*input2*/
])
.setInput(1, blendImg)                  /*input1*/
.setInput(2, anotherBlendImg)           /*input2*/
;

// if you want to make this filter work in another thread in parallel through a worker, do:
blend3Images.worker();

// if you want to stop and dispose the worker for this filter, do:
blend3Images.worker(false);

// if you want to make this filter work in webgl do:
blend3Images.makeGLSL(true);

// this is same even if filter uses a parallel worker filter
blend3Images.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(blend3Images);   // image is a FILTER.Image instance, see examples

Dimension Filter

new FILTER.DimensionFilter(mode:String, a:Number, b:Number, c:Number, d:Number);

NEW Dimension Filter supports WebGL

NEW Dimension Filter supports Web Assembly

The filter changes the dimensions of the image either by simply setting the new dimensions or (re-)scaling or cropping or padding the image. if mode is "set", a is new width or zero, b is new height or zero, c is horizontal scaling or zero (given new width) and d is vertical scaling or zero (given new height). if mode is "pad", a is left padding, b is top padding, c is right padding and d is bottom padding. if mode is "crop", a is left offset, b is top offset, c is width and d is height. if mode is "scale", a is new width or zero, b is new height or zero, c is horizontal scaling or zero (given new width) and d is vertical scaling or zero (given new height).

If complicated cropping, padding and scaling is needed use multiple Dimension Filters.

Composite Filter

new FILTER.CompositeFilter([filter1:Filter, filter2:Filter, filter3:Filter /*, etc..*/]:Array);

This filter implements a filter stack which enables multiple filters (even other composite filters) to be applied more easily (and slightly faster) to an image, than to apply them one-by-one manually

NEW Composite Filter supports WebGL

NEW Composite Filter supports Web Assembly

The class implements these methods:

  • push()/concat() add filter(s) to the end of stack
  • pop() remove a filter from the end of stack
  • shift() remove a filter from the start of stack
  • unshift() add filter(s) to the start of stack
  • remove() remove a filter by instance
  • removeAt() remove the filter at specified location/order
  • insertAt() insert filter(s) at specified location/order
  • filter() get/set the filter at this location
  • stable(bool:Boolean) whether the filter is stable (meaning no filters will be added and/or removed), this makes serialization faster
  • reset()/empty() reset the filter to identity

In order to use a composite filter do the following:

var grc = new FILTER.ColorMatrixFilter().grayscale().contrast(1);
var emboss = new FILTER.ConvolutionMatrixFilter().emboss();
var combo = new FILTER.CompositeFilter([grc, emboss]);
// this also works
var grc = FILTER.ColorMatrixFilter().grayscale().contrast(1);
var emboss = FILTER.ConvolutionMatrixFilter().emboss();
var combo = FILTER.CompositeFilter([grc, emboss]);

// if you want to make this filter work in another thread in parallel through a worker, do:
// NOTE: a composite filter uses its own worker and all constituting filters will be accordingly transfered
// each constituting filter can also use its own worker for other tasks
// but is not needed for the composite worker
combo.worker();

// if you want to stop and dispose the worker for this filter, do:
combo.worker(false);


// if you want to make this filter work in webgl do:
// depends on whether the filters contained support webgl
combo.makeGLSL(true);

To apply the filter to an image do:

// this is same even if filter uses a parallel worker filter
combo.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(combo);   // image is a FILTER.Image instance, see examples

combo.remove(emboss);  // remove the emboss filter from the chain
// or also
emboss.turnOn(false);    // turn off the emboss filter while on the chain without losing its settings

NOTE: The (filter) apply method will actually change the image output to which it is applied, the filters can be removed if image is restorable

Inline Filter

new FILTER.InlineFilter(filterFunc:Function);

This filter creates inline filters dynamically at run-time using your custom functions with the full power of Filter (including CPU/GPU parallel processing transparently).

Inline Filters support parallel filter threads/workers (make sure the custom function does not reference other external data, except the FILTER namespace which will be available literaly at instantiation, so it can be serialized correctly)

NEW Inline Filter supports WebGL if proper shader is passed

Example:

var extractRedChannel = FILTER.InlineFilter({
    filter: function(params, im, w, h) {
        // get red channel using an inline filter that can run in parallel worker also
        for (var i=0,l=im.length; i<l; i+=4)
        {
            im[i+1] = 0; // remove green channel
            im[i+2] = 0; // remove blue channel
        }
        return im;
    },
    // provide webgl shader as well
    shader: [
    'varying vec2 pix;',
    'uniform sampler2D img;',
    'void main(void) {',
    '   vec4 col = texture2D(img, pix);',
    '   gl_FragColor = vec4(col.r, 0.0, 0.0, col.a);', // remove green,blue channel
    '}'
    ].join('\n')
});

// if you want to make this filter work in another thread in parallel through a worker, do:
extractRedChannel.worker();

// if you want to stop and dispose the worker for this filter, do:
extractRedChannel.worker(false);


// if you want to make this filter work in webgl do:
extractRedChannel.makeGLSL(true);

// if you want to cancel webgl for this filter do:
extractRedChannel.makeGLSL(false);

Frequency Filter

new FILTER.FrequencyFilter(filterR:Function, filterG:Function=null, filterB:Function=null);

This filter creates frequency domain filters (using Discrete Fourier Transform / FFT) using your custom filtering functions per channel.

Example:

var lowFreq = FILTER.FrequencyFilter(function(real, imag, i, j, w, h){
    if (i > 0.2*w || j > 0.2*h) {real = 0; imag = 0;}
    return [real, imag];
}).setMode(FILTER.MODE.GRAY) /*same filter for all channels in grayscale image*/;

// if you want to make this filter work in another thread in parallel through a worker, do:
lowFreq.worker();

// if you want to stop and dispose the worker for this filter, do:
lowFreq.worker(false);

//To apply the filter to an image do:
// this is same even if filter uses a parallel worker filter
lowFreq.apply(image);   // image is a FILTER.Image instance, see examples
// this will also work:
image.apply(lowFreq);   // image is a FILTER.Image instance, see examples

Plugins and Extra Filters

The library can be extended by custom plugins which add new filters. A comprehensive framework is provided for creating plugins that function the same as built-in filters (see examples at /src/plugins/Noise.js etc..)

Included Plugins support parallel thread/worker filters (see code and examples)

Included Plugins (see examples for how to use)

Plugin Description
Noise generate uniform noise
PerlinNoise generate Perlin noise/Simplex noise
ChannelCopy copy a channel from an image to another channel on target image (can also act as AlphaMask depending on operation mode)
supports WebGL
supports WebAssembly
Pixelate fast pixelate the image to the given scale using various patterns
"rectangular" (default)
"triangular"
"rhomboidal"
"hexagonal"
supports WebGL
supports WebAssembly
Halftone create a halftone/dithered black-white or colored image from target image
Bokeh fast Bokeh (Depth-of-Field) effect
DropShadow generate drop shadow(s) with opacity on image (analogous to ActionScript filter)
supports WebGL
SeamlessTile create a seamless tileable pattern from target image
supports WebGL
supports WebAssembly
ColorFill
PatternFill
fast color flood-fill (scanline seed fill) to paint a connected region of an image (with given tolerance factor)
fast pattern flood-fill to a connected region of an image using another image as pattern
ConnectedComponents fast extraction of all (or only those matching Color/Intensity/Hue) connected components of an image (and their bounding boxes)
HistogramEqualize fast histogram equalization (intensity-based, grayscale-based or per separate rgb channel)
OtsuThreshold fast automatic threshold (Otsu method)
CannyEdges efficient Canny Edges Detector/Extractor
supports WebGL
supports WebAssembly
TemplateMatcher find (rotation and scale-invariant) matches and their bounding boxes of a template image against another image (selection) using very fast correlation
HaarDetector detect fast features and their bounding boxes in image (selection) using Viola-Jones-Lienhart algorithm with HAAR cascades (adapted from HAAR.js)