I use html5 canvas elements to resize images im my browser. It turns out that the quality is very low. I found this: Disable Interpolation when Scaling a <canvas> but it does not help to increase the quality.
Below is my css and js code as well as the image scalled with Photoshop and scaled in the canvas API.
What do I have to do to get optimal quality when scaling an image in the browser?
Note: I want to scale down a large image to a small one, modify color in a canvas and send the result from the canvas to the server.
CSS:
canvas, img {
image-rendering: optimizeQuality;
image-rendering: -moz-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
-ms-interpolation-mode: nearest-neighbor;
}
JS:
var $img = $('<img>');
var $originalCanvas = $('<canvas>');
$img.load(function() {
var originalContext = $originalCanvas[0].getContext('2d');
originalContext.imageSmoothingEnabled = false;
originalContext.webkitImageSmoothingEnabled = false;
originalContext.mozImageSmoothingEnabled = false;
originalContext.drawImage(this, 0, 0, 379, 500);
});
The image resized with photoshop:
The image resized on canvas:
Edit:
I tried to make downscaling in more than one steps as proposed in:
Resizing an image in an HTML5 canvas and Html5 canvas drawImage: how to apply antialiasing
This is the function I have used:
function resizeCanvasImage(img, canvas, maxWidth, maxHeight) {
var imgWidth = img.width,
imgHeight = img.height;
var ratio = 1, ratio1 = 1, ratio2 = 1;
ratio1 = maxWidth / imgWidth;
ratio2 = maxHeight / imgHeight;
// Use the smallest ratio that the image best fit into the maxWidth x maxHeight box.
if (ratio1 < ratio2) {
ratio = ratio1;
}
else {
ratio = ratio2;
}
var canvasContext = canvas.getContext("2d");
var canvasCopy = document.createElement("canvas");
var copyContext = canvasCopy.getContext("2d");
var canvasCopy2 = document.createElement("canvas");
var copyContext2 = canvasCopy2.getContext("2d");
canvasCopy.width = imgWidth;
canvasCopy.height = imgHeight;
copyContext.drawImage(img, 0, 0);
// init
canvasCopy2.width = imgWidth;
canvasCopy2.height = imgHeight;
copyContext2.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvasCopy2.width, canvasCopy2.height);
var rounds = 2;
var roundRatio = ratio * rounds;
for (var i = 1; i <= rounds; i++) {
console.log("Step: "+i);
// tmp
canvasCopy.width = imgWidth * roundRatio / i;
canvasCopy.height = imgHeight * roundRatio / i;
copyContext.drawImage(canvasCopy2, 0, 0, canvasCopy2.width, canvasCopy2.height, 0, 0, canvasCopy.width, canvasCopy.height);
// copy back
canvasCopy2.width = imgWidth * roundRatio / i;
canvasCopy2.height = imgHeight * roundRatio / i;
copyContext2.drawImage(canvasCopy, 0, 0, canvasCopy.width, canvasCopy.height, 0, 0, canvasCopy2.width, canvasCopy2.height);
} // end for
// copy back to canvas
canvas.width = imgWidth * roundRatio / rounds;
canvas.height = imgHeight * roundRatio / rounds;
canvasContext.drawImage(canvasCopy2, 0, 0, canvasCopy2.width, canvasCopy2.height, 0, 0, canvas.width, canvas.height);
}
Here is the result if I use a 2 step down sizing:
Here is the result if I use a 3 step down sizing:
Here is the result if I use a 4 step down sizing:
Here is the result if I use a 20 step down sizing:
Note: It turns out that from 1 step to 2 steps there is a large improvement in image quality but the more steps you add to the process the more fuzzy the image becomes.
Is there a way to solve the problem that the image gets more fuzzy the more steps you add?
Edit 2013-10-04: I tried the algorithm of GameAlchemist. Here is the result compared to Photoshop.
PhotoShop Image:
GameAlchemist's Algorithm: