重写阴影处理:改为边缘扫描法,只处理四周边缘阴影

OTSU全局阈值会把文字密集区域误判为阴影。改为从图像四边向内
逐列/逐行扫描,遇到连续暗像素(低于纸面亮度55%)标记为阴影,
遇到亮像素立即停止。这样只会处理边缘连续暗区域,不会误伤
文档中间的文字。

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-19 16:44:21 +08:00
parent 3075dcb012
commit 1eada92ca0

View File

@@ -374,7 +374,7 @@ public static class DocumentScanner
}
}
// 墨迹映射(不做阴影判断,先全部正常处理)
// 墨迹映射
for (int i = 0; i < grayData.Length; i++)
{
int ink = bgData[i] - grayData[i];
@@ -383,7 +383,6 @@ public static class DocumentScanner
double inkNorm = (double)ink / ink95;
if (inkNorm > 1.0) inkNorm = 1.0;
// 非线性加深pow(x, 0.45) 让浅墨迹也变深
double darkness = Math.Pow(inkNorm, 0.45);
int val = (int)(255.0 * (1.0 - darkness));
@@ -392,6 +391,85 @@ public static class DocumentScanner
resultData[i] = (byte)val;
}
// --- 阴影修复:从边缘向内扫描,把连续暗像素区域设为白色 ---
// 阴影只出现在文档四周边缘(拍照翘边/光照不均)
// 从上下左右四个方向向内扫描原始灰度,遇到连续暗区域就标记为阴影
byte[] shadowFlag = new byte[w * h]; // 0=正常, 1=阴影
// 计算"正常纸面亮度":取灰度图中心区域的均值
int cx1 = w / 4;
int cx2 = w * 3 / 4;
int cy1 = h / 4;
int cy2 = h * 3 / 4;
long centerSum = 0;
int centerCount = 0;
for (int y = cy1; y < cy2; y++)
{
for (int x = cx1; x < cx2; x++)
{
centerSum += grayData[y * w + x];
centerCount++;
}
}
int paperBright = (int)(centerSum / Math.Max(centerCount, 1));
// 阴影判定原始灰度低于纸面亮度的55%
int darkThresh = (int)(paperBright * 0.55);
// 从四个边缘向内扫描
int maxScanDepth = Math.Max(w, h) / 8; // 最多扫描图像尺寸的1/8
// 上边缘
for (int x = 0; x < w; x++)
{
for (int y = 0; y < Math.Min(maxScanDepth, h); y++)
{
if (grayData[y * w + x] < darkThresh)
shadowFlag[y * w + x] = 1;
else
break; // 遇到亮像素就停止
}
}
// 下边缘
for (int x = 0; x < w; x++)
{
for (int y = h - 1; y >= Math.Max(0, h - maxScanDepth); y--)
{
if (grayData[y * w + x] < darkThresh)
shadowFlag[y * w + x] = 1;
else
break;
}
}
// 左边缘
for (int y = 0; y < h; y++)
{
for (int x = 0; x < Math.Min(maxScanDepth, w); x++)
{
if (grayData[y * w + x] < darkThresh)
shadowFlag[y * w + x] = 1;
else
break;
}
}
// 右边缘
for (int y = 0; y < h; y++)
{
for (int x = w - 1; x >= Math.Max(0, w - maxScanDepth); x--)
{
if (grayData[y * w + x] < darkThresh)
shadowFlag[y * w + x] = 1;
else
break;
}
}
// 把阴影区域的结果设为白色
for (int i = 0; i < resultData.Length; i++)
{
if (shadowFlag[i] == 1)
resultData[i] = 255;
}
Mat enhanced = new Mat(h, w, MatType.CV_8U);
Marshal.Copy(resultData, 0, enhanced.Data, resultData.Length);
@@ -410,48 +488,6 @@ public static class DocumentScanner
Cv2.Threshold(sharpened, sharpened, 220, 255, ThresholdTypes.Trunc);
Cv2.ConvertScaleAbs(sharpened, sharpened, 255.0 / 220.0, 0);
// --- g: 阴影区域后处理 ---
// 用小核模糊的原始灰度做区域级阴影检测(不是逐像素,避免误伤文字)
// 阴影 = 大面积暗区域,文字 = 小面积暗像素散布在亮背景中
int shadowBlurSize = Math.Max(w, h) / 15;
if (shadowBlurSize % 2 == 0) shadowBlurSize++;
if (shadowBlurSize < 31) shadowBlurSize = 31;
Mat grayBlurred = new Mat();
Cv2.GaussianBlur(gray, grayBlurred, new OpenCvSharp.Size(shadowBlurSize, shadowBlurSize), 0);
// 模糊后的灰度图:阴影区域整体偏暗,文字区域因为周围是白纸所以模糊后仍然亮
// 找阈值:用 OTSU 自动找
Mat shadowMask = new Mat();
Cv2.Threshold(grayBlurred, shadowMask, 0, 255, ThresholdTypes.Binary | ThresholdTypes.Otsu);
grayBlurred.Dispose();
// shadowMask: 亮区域=255(正常), 暗区域=0(阴影)
// 对 mask 做膨胀,扩大阴影区域覆盖范围,避免边缘残留
Mat dilateK = Cv2.GetStructuringElement(MorphShapes.Ellipse, new OpenCvSharp.Size(15, 15));
Mat shadowMaskInv = new Mat();
Cv2.BitwiseNot(shadowMask, shadowMaskInv); // 反转:阴影=255
Cv2.Dilate(shadowMaskInv, shadowMaskInv, dilateK);
dilateK.Dispose();
// 在阴影区域把结果设为白色
byte[] sharpenedData = new byte[w * h];
byte[] maskData = new byte[w * h];
Marshal.Copy(sharpened.Data, sharpenedData, 0, sharpenedData.Length);
Marshal.Copy(shadowMaskInv.Data, maskData, 0, maskData.Length);
shadowMask.Dispose();
shadowMaskInv.Dispose();
for (int i = 0; i < sharpenedData.Length; i++)
{
if (maskData[i] > 128)
{
// 阴影区域 → 白色
sharpenedData[i] = 255;
}
}
Marshal.Copy(sharpenedData, 0, sharpened.Data, sharpenedData.Length);
// 转回3通道
Mat output = new Mat();
Cv2.CvtColor(sharpened, output, ColorConversionCodes.GRAY2BGR);