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Code Army Bolivia

9/3/11

Ascii Art en Java (Black/white)

JAN29

El Ascii Art o Arte Ascii, consiste en realizar dibujos con los caracteres ASCII (Código Americano Estándar de Intercambio de Información), y en la actualidad su uso ya es bastante conocido sobre todo en logos de compañias, blogs, foros y redes sociales como facebook utilizados como adornos.

Existen varias formas de realizar este Ascii-Art, por ejemplo:
  • Ascii Art de imagenes en Blanco y Negro
  • Acii Art de imagenes en escala de grises
  • Acii Art de los bordes de una imagen
Empezaremos por el algoritmo más sencillo, que es el Ascii Art de una imagen en blanco y negro.

¿Como funciona?
Dada una imagen en blanco y negro, se van tomando 4 pixeles de 2x2 y se van comparando de acuerdo a un patron previamente definido (Imagen 1), se toman los caracteres ASCII que se asemejen más a la forma que tienen los 4 pixeles extraidos, esto para que la imagen una vez formada, sea lo mas posible fiel a la original.

(Imagen 1)
Los pixeles se iran leyendo fila por fila, saltandose una linea de pixeles, esto para que la imagen resultante no se vea demasiado alargada, las columnas se leen de 2 en 2. La iamgen resultante, dependera tambien del tipo de caracter con el que se imprima, debe escogerse un caracter lo mas cuadrado posible, por ejemplo "Lucida Console".

Cada 4 pixeles leidos, corresponden a un caracter ascii y estos seran unidos a una cadena de texto, cuando se llegue al final de una columna, debe agregarse un "salto de carro" (\n) y continuarse con la siguiente hilera.

La siguiente clase i2ascii.java, resume toda la explicacion anterior.El constrcutor de la clase, lee una imagen en disco y la asigna a una clase de tipo BufferedImage, ademas la convierte en una imagen en blanco/negro utilizando un metodo que se vio en un post anterior (Imagen en blanco y Negro en Java), el metodo encargado de transformar esa imagen a Ascii-Art es ConvertToAscii() el cual devuelve en un String la imagen ya procesada.


import java.awt.Color;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
/**
 * @web http://jc-mouse.blogspot.com/
 * @author Mouse
 */
public class i2ascii {
    private int r,g,b;
    private Color color;
    private int umbral = 127;
    private int negro = -16777216;
    private int blanco = -1;
    private String ascii = "";
    // los caracteres por los que se reemplazan los pixeles    
    //                             0   1   2   3   4    5   6   7   8   9  10  11  12  13  14     15=\
    private String[] caracter =  {"`","'","°",",",".","\"","_","[","]","J","7","P","L","8","/","" + (char) 92};
    
    private BufferedImage foto;

    public i2ascii(){
        try {
            //se carga una foto
            foto = ImageIO.read(getClass().getResource("jcmouse.jpg"));
            //foto = ImageIO.read(getClass().getResource("jcmouse.jpg"));
            //se convierte la foto en blanco y negro
            foto = set_Blanco_y_Negro_con_Umbral(foto);
            
        } catch (IOException ex) {
            Logger.getLogger(i2ascii.class.getName()).log(Level.SEVERE, null, ex);
        }
    }

    public String ConvertToAscii(){
        BufferedImage f = foto;

        int x = f.getWidth();
        int y = f.getHeight();

        //se recorre la matriz de la imagen fila x fila de tres en tres
        for(int j=0;j<y ;j=j+3 ){
          //se recorre la matriz de la imagen col x col de dos en dos
          for(int i=0;i<x;i=i+2 ){
              
              if( (i < (x-1)) && (j < (y-1)) ){
              //__ 0
              //__
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==blanco ){
                  ascii = ascii + caracter[0];
                  continue;
              }
              //_X 1
              //__
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==blanco ){
                  ascii = ascii + caracter[1];
                  continue;
              }
              //X_ 2
              //__
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==blanco ){
                    ascii = ascii + caracter[2];
                    continue;
              }
              //__ 3
              //X_
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==blanco ){
                    ascii = ascii + caracter[3];
                    continue;
              }
              //__ 4
              //_X
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==negro ){
                    ascii = ascii + caracter[4];
                    continue;
              }
              //XX 5
              //__
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==blanco ){
                    ascii = ascii + caracter[5];
                    continue;
              }
              //__ 6
              //XX
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==negro ){
                    ascii = ascii + caracter[6];
                    continue;
              }
              //X_ 7
              //X_
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==blanco ){
                    ascii = ascii + caracter[7];
                    continue;
              }
              //_X 8
              //_X
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[8];
                  continue;
              }
              //_X 9
              //XX
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[9];
                  continue;
              }
              //XX 10
              //_X
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[10];
                  continue;
              }
              //XX 11
              //X_
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==blanco ){
                  ascii = ascii + caracter[11];
                  continue;
              }
              //X_ 12
              //XX
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[12];
                  continue;
              }
              //XX 13
              //XX
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[13];
                  continue;
              }

              //_X 14
              //X_
              if( f.getRGB(i, j)==blanco && f.getRGB(i+1, j)==negro &&
                  f.getRGB(i, j+1)==negro && f.getRGB(i+1, j+1)==blanco ){
                  ascii = ascii + caracter[14];
                  continue;
              }

              //X_ 15
              //_X
              if( f.getRGB(i, j)==negro && f.getRGB(i+1, j)==blanco &&
                  f.getRGB(i, j+1)==blanco && f.getRGB(i+1, j+1)==negro ){
                  ascii = ascii + caracter[15];
                  continue;
              }
            }// fin si
          }
          //se concatena la fila resultante y se añade un salto de linea
          ascii = ascii + "\n";
        }        
        //se retorna la imagen transformada en ASCII
        return ascii;
    }
    
    //Metodo dado una imagen, la convierte en imagen en blanco y negro
    private  BufferedImage set_Blanco_y_Negro_con_Umbral(BufferedImage f){
        BufferedImage bn = new BufferedImage(f.getWidth(),f.getHeight(), BufferedImage.TYPE_BYTE_BINARY);
        //se traspasan los colores Pixel a Pixel
        for(int i=0;i<f.getWidth();i++){
          for(int j=0;j<f.getHeight();j++){
               color = new Color(f.getRGB(i, j));
               //se extraen los valores RGB
                r = color.getRed();
                g = color.getGreen();
                b = color.getBlue();
                //dependiendo del valor del umbral, se van separando los
                // valores RGB a 0 y 255
                r =(r>umbral)? 255: 0;
                g =(g>umbral)? 255: 0;
                b =(b>umbral)? 255: 0;
                bn.setRGB(i, j, new Color(r,g,b).getRGB());
          }
        }
        return bn;
    }

}

Implementar esta clase en una interfaz, es sencilla asi que no creo que sea necesario mostrar como se hace esto. Al ser este un algoritmo simple y utlizar imagenes en blanco y negro, las imagenes resultantes, tambien seran sencillas, es por eso que es mucho mejor utilizar esta tecnica Blanco/Negro en imagenes simples como logotipos o letras.




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Su uso tambien es valido en imagenes complejas como fotografias, aunque el resultado puede variar.


Codigo fuente del proyecto hecho en netbeans 6.9
Click para descargar

4 comentarios:

Julio Isaac Nava Cordero dijo...

gracias excelente programa e informacion espero los siguientes tipos gracias

H,M dijo...

y parta gusrdar la imagen no tiene un menu

Anónimo dijo...

Hola, antes que nada muchas gracias por esta información. Tengo una duda por que el Color negro y blanco se manejan como negativos?. Saludos

Alex cruz plata dijo...

disculpa mouse ¿ q clase de la api de java me recomiendas para transformar una imagen rectangular a una imagen polar en blanco y negro.

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