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If you want a very simple way of extracting a colour palette from an image, one technique would be to average the colour values within specific areas.
Averaging colour values is almost identical to averaging numbers, except with the added initial step of finding the red, green and blue components of the colour. To do this we can use bitwise operators, in this case bitwise shift, to perform fast operations on each bit inside the unsigned integer returned by getPixel or getPixel32. If you want to know more about bitwise operators, Moock has written a detailed and, as ever, very clear article on where, when and why to use bitewise operations. You can read it here.
So once you’re familiar with how to shift the bits of an integer, you can easily get the RGB values from a 24 bit hexadecimal by moving the bits to the right by a certain amount using the bitwise right shift operator (>>).
For example, getting the red, green and blue values from a 24 bit integer would look like:
var colour:uint = 0x33CC99; var R:Number = colour >> 16 & 0xFF; var G:Number = colour >> 8 & 0xFF; var B:Number = colour & 0xFF;
And finding the alpha, red, green and blue values of a 32 bit integer:
var colour:uint = 0xFF33CC99; var A:Number = colour >> 24 & 0xFF; var R:Number = colour >> 16 & 0xFF; var G:Number = colour >> 8 & 0xFF; var B:Number = colour & 0xFF;
So we know that by shifting the bits to the right, we can effectively break an unsigned integer representing a colour into its specific components, but what about changing these components back into an RGB or ARGB value? Well, it’s simply a matter of shifting the bits in the other direction, using the bitwise left shift operator, which looks like this << (two less than operators next to each other).
So using this bitwise shift left operator, you can take your RGB or ARGB values and cram the little buggers back into a usable format, with a little help from bitwise OR:
// RGB var colourRBG:uint = (R << 16 | G << 8 | B); // ARGB var colourARBG:uint = (A << 24 | R << 16 | G << 8 | B);
Right, so we know how to take an unsigned integer, for example one that’s been returned from getPixel or getPixel32 and break it down into its RGB or ARGB components - and then for the sake of universal harmony, put it back together again and release it back into its 24 or 32bit world with all its binary friends.
So now, finding the average colour within a set of colours is simply a question of averaging the red, green and blue values of all the colours, and then turning these averages into a new colour.
The method bellow does just this, by looping through the pixels in a BitmapData object, adding up all of the red, green and blue values, dividing them by the total number of pixels and then creating a new colour from the results.
public static function averageColour( source:BitmapData ):uint { var red:Number = 0; var green:Number = 0; var blue:Number = 0; var count:Number = 0; var pixel:Number; for (var x:int = 0; x < source.width; x++) { for (var y:int = 0; y < source.height; y++) { pixel = source.getPixel(x, y); red += pixel >> 16 & 0xFF; green += pixel >> 8 & 0xFF; blue += pixel & 0xFF; count++ } } red /= count; green /= count; blue /= count; return red << 16 | green << 8 | blue; }
So taking this a step further; say we want an array of 64 colours from an image, we can break the input image down into 64 chunks and find the averages of each. The easiest way of doing this is to build a grid, copy the pixels in each cell and use the averageColour function to return the average colour value of that cell.
public static function averageColours( source:BitmapData, colours:int ):Array { var averages:Array = new Array(); var columns:int = Math.round( Math.sqrt( colours ) ); var row:int = 0; var col:int = 0; var x:int = 0; var y:int = 0; var w:int = Math.round( source.width / columns ); var h:int = Math.round( source.height / columns ); for (var i:int = 0; i < colours; i++) { var rect:Rectangle = new Rectangle( x, y, w, h ); var box:BitmapData = new BitmapData( w, h, false ); box.copyPixels( source, rect, new Point() ); averages.push( averageColour( box ) ); box.dispose(); col = i % columns; x = w * col; y = h * row; if ( col == columns - 1 ) row++; } return averages; }
In terms of building an accurate colour palette from an image, this isn’t a great method, mainly because averaging the colours doesn’t give you a fair representation of the range of colours in the image. The palette returned can often be somewhat muddy; however it is still a technique that I’ve found a use for on a surprisingly regular basis and so thought it worth sharing. Becoming familiar with bitwise operators is also a useful exercise and so, if they aren’t already part of your life, I suggest you begin to woo them with your nerdy charm.
8 Responses to BitmapData Average Colours
AS3 Colour class for extracting the color palette from a BitmapData image or photo, ColourUtils.as
Oct 11th 2008
7:52 pm
[...] Comments BitmapData Average Colours 17% similar Finding the average colours in an image [...]
ynk
Oct 20th 2008
11:03 am
hey there !
very interesting stuff !
i’ve made a color conversion class a while ago… if u wanna try u’ll find it here :
http://code.google.com/p/martian-arts/source/browse/trunk/martian/soup/utils/Color.as
Adrian
Oct 20th 2008
2:52 pm
Great post, I’ve been working with color in AS3 and this tutorial helps me a lot with various tips. Thank you.
Just a question: How can you export the average colors as a hexagesimal list and append it to a text file when you click an “export button”?
Soulwire
Oct 20th 2008
8:38 pm
Hi YNK
Yeah, I’ve been using a colourConversion class myself for some time, its very useful. I’ve also been using classes for HSB, ARGB and RGB, though I see you have a method for converting to CMYK which is great! Thanks for sharing :)
I’ve just been looking around your other classes, there is some fantastic stuff there mate. Keep up the good work, I’m a fan!
Hi Adrian
Yeah, its very simple, just trace each colour in the array to a string, passing 16 as the parameter and it will return the hex, so a loop like this should do it:
The saving could be done with a server side script or through AIR. The button in my demo uses the setClipboard method, so if this is just for your personal use you can call this method then paste it into the txt file yourself.
If you were using AIR, there is all sorts of potential for looking at writing the colours into a Photoshop palette or something similar.
Hope that helps
Vadim
Nov 4th 2008
8:40 pm
I dont think this is good way to get average colors as you want. Two loops work much longer than just one bitmapData resize operation. Resize it to (for example) 3×4 pixels without smoothing - and you will det you 12 pixels with 12 different colors.
Anyway, both methods are rubbish, but simple.
Vadim
Nov 4th 2008
9:03 pm
I mean rubbish if you want GIF-alike palette
Soulwire
Nov 4th 2008
9:52 pm
Hi Vadim,
Yep, you can certainly do it that way, you’re right. It does actually yield very different results though (I just drew the source to a new BitmapData using a scaled Matrix), but I guess this would be to do with how flash player scales images, and I can’t claim to know how that works internally (bicubic interpolation I would assume?)
To get back to your general point though, I would aggree, a ton of getPixels isn’t ideal. The main purpose of this post was to talk about bitwise operators and getting the RGB values from a uint etc. In the post about getting the best color palette from an image I used paletteMap, maybe this is best for the GIF-alike look you mentioned? There’s also Ralph Hauwert’s image dithering technique.
Vadim
Nov 4th 2008
10:58 pm
Yes, that is exactly what I’m talking about, thanks for link!
You know, I used some work with pixels in my drawing game, Sketch2, that was interesting
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