I'm trying to create a thumbnail image on the client side using javascript and a canvas element, but when I shrink the image down, it looks terrible. It looks as if it was downsized in photoshop with the resampling set to 'Nearest Neighbor' instead of Bicubic. I know its possible to get this to look right, because this site can do it just fine using a canvas as well. I've tried using the same code they do as shown in the "[Source]" link, but it still looks terrible. Is there something I'm missing, some setting that needs to be set or something?

编辑:

我正在调整一张jpg图片的大小。我试过在链接的网站和photoshop中调整相同的jpg图片的大小,缩小后看起来很好。

以下是相关代码:

reader.onloadend = function(e)
{
    var img = new Image();
    var ctx = canvas.getContext("2d");
    var canvasCopy = document.createElement("canvas");
    var copyContext = canvasCopy.getContext("2d");

    img.onload = function()
    {
        var ratio = 1;

        if(img.width > maxWidth)
            ratio = maxWidth / img.width;
        else if(img.height > maxHeight)
            ratio = maxHeight / img.height;

        canvasCopy.width = img.width;
        canvasCopy.height = img.height;
        copyContext.drawImage(img, 0, 0);

        canvas.width = img.width * ratio;
        canvas.height = img.height * ratio;
        ctx.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvas.width, canvas.height);
    };

    img.src = reader.result;
}

EDIT2:

看来我错了,链接网站并没有做任何更好的工作缩小图像。我尝试了其他建议的方法,没有一个看起来更好。这就是不同方法的结果:

ps:

帆布:

使用图像渲染:optimizeQuality设置并按宽度/高度缩放:

使用-moz-transform设置和缩放:

Canvas在pixastic上调整大小:

我猜这意味着firefox没有像它应该的那样使用双三次抽样。我只能等他们真的加进去了。

EDIT3:

原始图像


当前回答

我想从答案中得到一些定义良好的函数,所以最后得到了这些,我希望对其他人也有用,

function getImageFromLink(link) {
    return new Promise(function (resolve) {
        var image = new Image();
        image.onload = function () { resolve(image); };
        image.src = link;
    });
}

function resizeImageToBlob(image, width, height, mime) {
    return new Promise(function (resolve) {
        var canvas = document.createElement('canvas');
        canvas.width = width;
        canvas.height = height;
        canvas.getContext('2d').drawImage(image, 0, 0, width, height);
        return canvas.toBlob(resolve, mime);
    });
}

getImageFromLink(location.href).then(function (image) {
    // calculate these based on the original size
    var width = image.width / 4;
    var height = image.height / 4;
    return resizeImageToBlob(image, width, height, 'image/jpeg');
}).then(function (blob) {
    // Do something with the result Blob object
    document.querySelector('img').src = URL.createObjectURL(blob);
});

为了测试这个,在一个标签中打开的图像上运行它。

其他回答

我刚刚运行了一个并排比较的页面,除非最近发生了一些变化,否则我看不到更好的缩小(缩放)使用canvas vs.简单的css。我在FF6 Mac OSX 10.7中进行了测试。和原版相比还是有点软。

然而,我确实偶然发现了一些确实产生巨大差异的东西,那就是在支持画布的浏览器中使用图像过滤器。实际上,你可以像在Photoshop中一样对图像进行模糊、锐化、饱和度、纹波、灰度等操作。

然后我发现了一个很棒的jQuery插件,使这些过滤器的应用程序一个快照: http://codecanyon.net/item/jsmanipulate-jquery-image-manipulation-plugin/428234

我只是在调整图像大小后应用锐化滤镜,这应该会给你想要的效果。我甚至不需要使用canvas元素。

快速图像调整/重采样算法使用Hermite过滤器与JavaScript。支持透明,给予优质。预览:

更新:在GitHub上添加2.0版本(更快,web工作者+可转移对象)。终于我让它工作了!

前往: https://github.com/viliusle/Hermite-resize 演示:http://viliusle.github.io/miniPaint/

/**
 * Hermite resize - fast image resize/resample using Hermite filter. 1 cpu version!
 * 
 * @param {HtmlElement} canvas
 * @param {int} width
 * @param {int} height
 * @param {boolean} resize_canvas if true, canvas will be resized. Optional.
 */
function resample_single(canvas, width, height, resize_canvas) {
    var width_source = canvas.width;
    var height_source = canvas.height;
    width = Math.round(width);
    height = Math.round(height);

    var ratio_w = width_source / width;
    var ratio_h = height_source / height;
    var ratio_w_half = Math.ceil(ratio_w / 2);
    var ratio_h_half = Math.ceil(ratio_h / 2);

    var ctx = canvas.getContext("2d");
    var img = ctx.getImageData(0, 0, width_source, height_source);
    var img2 = ctx.createImageData(width, height);
    var data = img.data;
    var data2 = img2.data;

    for (var j = 0; j < height; j++) {
        for (var i = 0; i < width; i++) {
            var x2 = (i + j * width) * 4;
            var weight = 0;
            var weights = 0;
            var weights_alpha = 0;
            var gx_r = 0;
            var gx_g = 0;
            var gx_b = 0;
            var gx_a = 0;
            var center_y = (j + 0.5) * ratio_h;
            var yy_start = Math.floor(j * ratio_h);
            var yy_stop = Math.ceil((j + 1) * ratio_h);
            for (var yy = yy_start; yy < yy_stop; yy++) {
                var dy = Math.abs(center_y - (yy + 0.5)) / ratio_h_half;
                var center_x = (i + 0.5) * ratio_w;
                var w0 = dy * dy; //pre-calc part of w
                var xx_start = Math.floor(i * ratio_w);
                var xx_stop = Math.ceil((i + 1) * ratio_w);
                for (var xx = xx_start; xx < xx_stop; xx++) {
                    var dx = Math.abs(center_x - (xx + 0.5)) / ratio_w_half;
                    var w = Math.sqrt(w0 + dx * dx);
                    if (w >= 1) {
                        //pixel too far
                        continue;
                    }
                    //hermite filter
                    weight = 2 * w * w * w - 3 * w * w + 1;
                    var pos_x = 4 * (xx + yy * width_source);
                    //alpha
                    gx_a += weight * data[pos_x + 3];
                    weights_alpha += weight;
                    //colors
                    if (data[pos_x + 3] < 255)
                        weight = weight * data[pos_x + 3] / 250;
                    gx_r += weight * data[pos_x];
                    gx_g += weight * data[pos_x + 1];
                    gx_b += weight * data[pos_x + 2];
                    weights += weight;
                }
            }
            data2[x2] = gx_r / weights;
            data2[x2 + 1] = gx_g / weights;
            data2[x2 + 2] = gx_b / weights;
            data2[x2 + 3] = gx_a / weights_alpha;
        }
    }
    //clear and resize canvas
    if (resize_canvas === true) {
        canvas.width = width;
        canvas.height = height;
    } else {
        ctx.clearRect(0, 0, width_source, height_source);
    }

    //draw
    ctx.putImageData(img2, 0, 0);
}

如果你只是想调整图像的大小,我建议用CSS设置图像的宽度和高度。这里有一个简单的例子:

.small-image {
    width: 100px;
    height: 100px;
}

注意,高度和宽度也可以使用JavaScript设置。下面是快速代码示例:

var img = document.getElement("my-image");
img.style.width = 100 + "px";  // Make sure you add the "px" to the end,
img.style.height = 100 + "px"; // otherwise you'll confuse IE

此外,为了确保调整大小的图像看起来不错,在图像选择器中添加以下css规则:

-ms-interpolation-mode: bicubic:在IE7中引入 图像渲染:optimizeQuality:在FireFox 3.6中引入

据我所知,除了IE之外,所有浏览器都默认使用双三次算法来调整图像大小,所以你调整后的图像在Firefox和Chrome中应该看起来不错。

如果设置css的宽度和高度不工作,你可能想玩一个css转换:

-moz-transform: scale(sx[, sy]) -webkit-transform:规模(sx (sy))

如果出于任何原因你需要使用画布,请注意有两种方法可以调整图像的大小:通过css调整画布的大小或以较小的尺寸绘制图像。

请参阅这个问题了解更多细节。

还在寻找另一个简单的解决方案吗?

var img=document.createElement('img');
img.src=canvas.toDataURL();
$(img).css("background", backgroundColor);
$(img).width(settings.width);
$(img).height(settings.height);

这个解决方案将使用浏览器的调整大小算法!:)

我已经提出了一些算法在html画布像素数组上做图像插值,可能在这里有用:

https://web.archive.org/web/20170104190425/http://jsperf.com:80/pixel-interpolation/2

这些可以复制/粘贴,并可以在web worker中使用来调整图像大小(或任何其他需要插值的操作-我正在使用它们来修饰图像)。

我没有添加上面的lanczos的东西,所以如果你愿意,可以随意添加作为比较。