Slashy
Slashy

Reputation: 1881

How to scan two images for differences?

I'm trying to scan 2 images (32bppArgb format), identify when there is a difference and store the difference block's bounds in a list of rectangles.

Suppose these are the images: enter image description here

second: enter image description here

I want to get the different rectangle bounds (the opened directory window in our case).

This is what I've done:

private unsafe List<Rectangle> CodeImage(Bitmap bmp, Bitmap bmp2)
{

    List<Rectangle> rec = new List<Rectangle>();
    bmData = bmp.LockBits(new System.Drawing.Rectangle(0, 0, 1920, 1080), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
    bmData2 = bmp2.LockBits(new System.Drawing.Rectangle(0, 0, 1920, 1080), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp2.PixelFormat);

    IntPtr scan0 = bmData.Scan0;
    IntPtr scan02 = bmData2.Scan0;
    int stride = bmData.Stride;
    int stride2 = bmData2.Stride;
    int nWidth = bmp.Width;
    int nHeight = bmp.Height;
    int minX = int.MaxValue;;
    int minY = int.MaxValue;
    int maxX = 0;
    bool found = false;

    for (int y = 0; y < nHeight; y++) 
    {
        byte* p = (byte*)scan0.ToPointer();
        p += y * stride;
        byte* p2 = (byte*)scan02.ToPointer();
        p2 += y * stride2;
        for (int x = 0; x < nWidth; x++) 
        {

            if (p[0] != p2[0] || p[1] != p2[1] || p[2] != p2[2] || p[3] != p2[3]) //found differences-began to store positions.
            {
                found = true;
                if (x < minX)
                    minX = x;
                if (x > maxX)
                    maxX = x;
                if (y < minY)
                    minY = y;

            } 
            else 
            {

                if (found) 
                {

                    int height = getBlockHeight(stride, scan0, maxX, minY, scan02, stride2);
                    found = false;
                    Rectangle temp = new Rectangle(minX, minY, maxX - minX, height);
                    rec.Add(temp);
                    //x += minX;
                    y += height;
                    minX = int.MaxValue;
                    minY = int.MaxValue;
                    maxX = 0;
                }
            } 
            p += 4;
            p2 += 4;
        }
    }

    return rec;
}

public unsafe int getBlockHeight(int stride, IntPtr scan, int x, int y1, IntPtr scan02, int stride2) //a function to get  an existing block height.
{
    int height = 0;;
    for (int y = y1; y < 1080; y++) //only for example- in our case its 1080 height.
    {
        byte* p = (byte*)scan.ToPointer();
        p += (y * stride) + (x * 4); //set the pointer to a specific potential point. 
        byte* p2 = (byte*)scan02.ToPointer();
        p2 += (y * stride2) + (x * 4); //set the pointer to a specific potential point. 
        if (p[0] != p2[0] || p[1] != p2[1] || p[2] != p2[2] || p[3] != p2[3]) //still change on the height in the increasing **y** of the block.
            height++;
    }

    return height;
}

This is actually how I call the method:

Bitmap a = Image.FromFile(@"C:\Users\itapi\Desktop\1.png") as Bitmap;//generates a 32bppRgba bitmap;
Bitmap b = Image.FromFile(@"C:\Users\itapi\Desktop\2.png") as Bitmap;//

List<Rectangle> l1 = CodeImage(a, b);
int i = 0;
foreach (Rectangle rec in l1)
{
    i++;
    Bitmap tmp = b.Clone(rec, a.PixelFormat);
    tmp.Save(i.ToString() + ".png");
}

But I'm not getting the exact rectangle.. I'm getting only half of that and sometimes even worse. I think something in the code's logic is wrong.

Code for @nico

private unsafe List<Rectangle> CodeImage(Bitmap bmp, Bitmap bmp2) 
{
    List<Rectangle> rec = new List<Rectangle>();
    var bmData1 = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
    
    var bmData2 = bmp2.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp2.PixelFormat);

    int bytesPerPixel = 3;

    IntPtr scan01 = bmData1.Scan0;
    IntPtr scan02 = bmData2.Scan0;
    int stride1 = bmData1.Stride;
    int stride2 = bmData2.Stride;
    int nWidth = bmp.Width;
    int nHeight = bmp.Height;

    bool[] visited = new bool[nWidth * nHeight];

    byte* base1 = (byte*)scan01.ToPointer();
    byte* base2 = (byte*)scan02.ToPointer();

    for (int y = 0; y < nHeight; y += 5) 
    {
        byte* p1 = base1;
        byte* p2 = base2;

        for (int x = 0; x < nWidth; x += 5) 
        {
            if (!ArePixelsEqual(p1, p2, bytesPerPixel) && !(visited[x + nWidth * y])) 
            {
                // fill the different area
                int minX = x;
                int maxX = x;
                int minY = y;
                int maxY = y;

                var pt = new Point(x, y);

                Stack<Point> toBeProcessed = new Stack<Point> ();
                visited[x + nWidth * y] = true;
                toBeProcessed.Push(pt);
                
                while (toBeProcessed.Count > 0) 
                {
                    var process = toBeProcessed.Pop();
                    var ptr1 = (byte*)scan01.ToPointer() + process.Y * stride1 + process.X * bytesPerPixel;
                    var ptr2 = (byte*) scan02.ToPointer() + process.Y * stride2 + process.X * bytesPerPixel;
                    //Check pixel equality
                    if (ArePixelsEqual(ptr1, ptr2, bytesPerPixel))
                        continue;

                    //This pixel is different
                    //Update the rectangle
                    if (process.X < minX) minX = process.X;
                    if (process.X > maxX) maxX = process.X;
                    if (process.Y < minY) minY = process.Y;
                    if (process.Y > maxY) maxY = process.Y;

                    Point n;
                    int idx;
                    
                    //Put neighbors in stack
                    if (process.X - 1 >= 0) 
                    {
                        n = new Point(process.X - 1, process.Y);
                        idx = n.X + nWidth * n.Y;
                        if (!visited[idx]) 
                        {
                            visited[idx] = true;
                            toBeProcessed.Push(n);
                        }
                    }

                    if (process.X + 1 < nWidth) 
                    {
                        n = new Point(process.X + 1, process.Y);
                        idx = n.X + nWidth * n.Y;
                        if (!visited[idx]) 
                        {
                            visited[idx] = true;
                            toBeProcessed.Push(n);
                        }
                    }

                    if (process.Y - 1 >= 0) 
                    {
                        n = new Point(process.X, process.Y - 1);
                        idx = n.X + nWidth * n.Y;
                        if (!visited[idx]) 
                        {
                            visited[idx] = true;
                            toBeProcessed.Push(n);
                        }
                    }

                    if (process.Y + 1 < nHeight) 
                    {
                        n = new Point(process.X, process.Y + 1);
                        idx = n.X + nWidth * n.Y;
                        if (!visited[idx]) 
                        {
                            visited[idx] = true;
                            toBeProcessed.Push(n);
                        }
                    }
                }

                if (((maxX - minX + 1) > 5) & ((maxY - minY + 1) > 5))
                    rec.Add(new Rectangle(minX, minY, maxX - minX + 1, maxY - minY + 1));
            }

            p1 += 5 * bytesPerPixel;
            p2 += 5 * bytesPerPixel;
        }

        base1 += 5 * stride1;
        base2 += 5 * stride2;
    }

    bmp.UnlockBits(bmData1);
    bmp2.UnlockBits(bmData2);

    return rec;
    
}

Upvotes: 19

Views: 1818

Answers (4)

Niki
Niki

Reputation: 15867

I see a couple of problems with your code. If I understand it correctly, you

  1. find a pixel that's different between the two images.
  2. then you continue to scan from there to the right, until you find a position where both images are identical again.
  3. then you scan from the last "different" pixel to the bottom, until you find a position where both images are identical again.
  4. then you store that rectangle and start at the next line below it

enter image description here

Am I right so far?

Two obvious things can go wrong here:

  • If two rectangles have overlapping y-ranges, you're in trouble: You'll find the first rectangle fine, then skip to the bottom Y-coordinate, ignoring all the pixels left or right of the rectangle you just found.
  • Even if there is only one rectangle, you assume that every pixel on the rectangle's border is different, and all the other pixels are identical. If that assumption isn't valid, you'll stop searching too early, and only find parts of rectangles.

If your images come from a scanner or digital camera, or if they contain lossy compression (jpeg) artifacts, the second assumption will almost certainly be wrong. To illustrate this, here's what I get when I mark every identical pixel the two jpg images you linked black, and every different pixel white:

enter image description here

What you see is not a rectangle. Instead, a lot of pixels around the rectangles you're looking for are different:

enter image description here

That's because of jpeg compression artifacts. But even if you used lossless source images, pixels at the borders might not form perfect rectangles, because of antialiasing or because the background just happens to have a similar color in that region.

You could try to improve your algorithm, but if you look at that border, you will find all kinds of ugly counterexamples to any geometric assumptions you'll make.

It would probably be better to implement this "the right way". Meaning:

  • Either implement a flood fill algorithm that erases different pixels (e.g. by setting them to identical or by storing a flag in a separate mask), then recursively checks if the 4 neighbor pixels.
  • Or implement a connected component labeling algorithm, that marks each different pixel with a temporary integer label, using clever data structures to keep track which temporary labels are connected. If you're only interested in a bounding box, you don't even have to merge the temporary labels, just merge the bounding boxes of adjacent labeled areas.

Connected component labeling is in general a bit faster, but is a bit trickier to get right than flood fill.

One last advice: I would rethink your "no 3rd party libraries" policy if I were you. Even if your final product will contain no 3rd party libraries, development might by a lot faster if you used well-documented, well-tested, useful building blocks from a library, then replaced them one by one with your own code. (And who knows, you might even find an open source library with a suitable license that's so much faster than your own code that you'll stick with it in the end...)


ADD: In case you want to rethink your "no libraries" position: Here's a quick and simple implementation using AForge (which has a more permissive library than emgucv):

private static void ProcessImages()
{
    (* load images *)
    var img1 = AForge.Imaging.Image.FromFile(@"compare1.jpg");
    var img2 = AForge.Imaging.Image.FromFile(@"compare2.jpg");

    (* calculate absolute difference *)
    var difference = new AForge.Imaging.Filters.ThresholdedDifference(15)
        {OverlayImage = img1}
        .Apply(img2);

    (* create and initialize the blob counter *)
    var bc = new AForge.Imaging.BlobCounter();
    bc.FilterBlobs = true;
    bc.MinWidth = 5;
    bc.MinHeight = 5;

    (* find blobs *)
    bc.ProcessImage(difference);

    (* draw result *)
    BitmapData data = img2.LockBits(
       new Rectangle(0, 0, img2.Width, img2.Height),
          ImageLockMode.ReadWrite, img2.PixelFormat);

    foreach (var rc in bc.GetObjectsRectangles())
        AForge.Imaging.Drawing.FillRectangle(data, rc, Color.FromArgb(128,Color.Red));

    img2.UnlockBits(data);
    img2.Save(@"compareResult.jpg");
}

The actual difference + blob detection part (without loading and result display) takes about 43ms, for the second run (this first time takes longer of course, due to JITting, cache, etc.)

Result (the rectangle is larger due to jpeg artifacts):

enter image description here

Upvotes: 7

Nico Schertler
Nico Schertler

Reputation: 32597

Here is a flood-fill based version of your code. It checks every pixel for difference. If it finds a different pixel, it runs an exploration to find the entire different area.

The code is only meant as an illustration. There are certainly some points that could be improved.

unsafe bool ArePixelsEqual(byte* p1, byte* p2, int bytesPerPixel)
{
    for (int i = 0; i < bytesPerPixel; ++i)
        if (p1[i] != p2[i])
            return false;
    return true;
}

private static unsafe List<Rectangle> CodeImage(Bitmap bmp, Bitmap bmp2)
{
    if (bmp.PixelFormat != bmp2.PixelFormat || bmp.Width != bmp2.Width || bmp.Height != bmp2.Height)
        throw new ArgumentException();

    List<Rectangle> rec = new List<Rectangle>();
    var bmData1 = bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
    var bmData2 = bmp2.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp2.PixelFormat);

    int bytesPerPixel = Image.GetPixelFormatSize(bmp.PixelFormat) / 8;        

    IntPtr scan01 = bmData1.Scan0;
    IntPtr scan02 = bmData2.Scan0;
    int stride1 = bmData1.Stride;
    int stride2 = bmData2.Stride;
    int nWidth = bmp.Width;
    int nHeight = bmp.Height;

    bool[] visited = new bool[nWidth * nHeight];

    byte* base1 = (byte*)scan01.ToPointer();
    byte* base2 = (byte*)scan02.ToPointer();

        for (int y = 0; y < nHeight; y++)
        {
            byte* p1 = base1;
            byte* p2 = base2;

            for (int x = 0; x < nWidth; ++x)
            {
                if (!ArePixelsEqual(p1, p2, bytesPerPixel) && !(visited[x + nWidth * y]))
                {
                    // fill the different area
                    int minX = x;
                    int maxX = x;
                    int minY = y;
                    int maxY = y;

                    var pt = new Point(x, y);

                    Stack<Point> toBeProcessed = new Stack<Point>();
                    visited[x + nWidth * y] = true;
                    toBeProcessed.Push(pt);
                    while (toBeProcessed.Count > 0)
                    {
                        var process = toBeProcessed.Pop();
                        var ptr1 = (byte*)scan01.ToPointer() + process.Y * stride1 + process.X * bytesPerPixel;
                        var ptr2 = (byte*)scan02.ToPointer() + process.Y * stride2 + process.X * bytesPerPixel;
                        //Check pixel equality
                        if (ArePixelsEqual(ptr1, ptr2, bytesPerPixel))
                            continue;

                        //This pixel is different
                        //Update the rectangle
                        if (process.X < minX) minX = process.X;
                        if (process.X > maxX) maxX = process.X;
                        if (process.Y < minY) minY = process.Y;
                        if (process.Y > maxY) maxY = process.Y;

                        Point n; int idx;
                        //Put neighbors in stack
                        if (process.X - 1 >= 0)
                        {
                            n = new Point(process.X - 1, process.Y); idx = n.X + nWidth * n.Y;
                            if (!visited[idx]) { visited[idx] = true; toBeProcessed.Push(n); }
                        }

                        if (process.X + 1 < nWidth)
                        {
                            n = new Point(process.X + 1, process.Y); idx = n.X + nWidth * n.Y;
                            if (!visited[idx]) { visited[idx] = true; toBeProcessed.Push(n); }
                        }

                        if (process.Y - 1 >= 0)
                        {
                            n = new Point(process.X, process.Y - 1); idx = n.X + nWidth * n.Y;
                            if (!visited[idx]) { visited[idx] = true; toBeProcessed.Push(n); }
                        }

                        if (process.Y + 1 < nHeight)
                        {
                            n = new Point(process.X, process.Y + 1); idx = n.X + nWidth * n.Y;
                            if (!visited[idx]) { visited[idx] = true; toBeProcessed.Push(n); }
                        }
                    }

                    rec.Add(new Rectangle(minX, minY, maxX - minX + 1, maxY - minY + 1));
                }

                p1 += bytesPerPixel;
                p2 += bytesPerPixel;
            }

            base1 += stride1;
            base2 += stride2;
        }


    bmp.UnlockBits(bmData1);
    bmp2.UnlockBits(bmData2);

    return rec;
}

Upvotes: 2

BartoszKP
BartoszKP

Reputation: 35891

You can achieve this easily using a flood fill segmentation algorithm.

First an utility class to make fast bitmap access easier. This will help to encapsulate the complex pointer-logic and make the code more readable:

class BitmapWithAccess
{
    public Bitmap Bitmap { get; private set; }
    public System.Drawing.Imaging.BitmapData BitmapData { get; private set; }

    public BitmapWithAccess(Bitmap bitmap, System.Drawing.Imaging.ImageLockMode lockMode)
    {
        Bitmap = bitmap;
        BitmapData = bitmap.LockBits(new Rectangle(Point.Empty, bitmap.Size), lockMode, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
    }

    public Color GetPixel(int x, int y)
    {
        unsafe
        {
            byte* dataPointer = MovePointer((byte*)BitmapData.Scan0, x, y);

            return Color.FromArgb(dataPointer[3], dataPointer[2], dataPointer[1], dataPointer[0]);
        }
    }

    public void SetPixel(int x, int y, Color color)
    {
        unsafe
        {
            byte* dataPointer = MovePointer((byte*)BitmapData.Scan0, x, y);

            dataPointer[3] = color.A;
            dataPointer[2] = color.R;
            dataPointer[1] = color.G;
            dataPointer[0] = color.B;
        }
    }

    public void Release()
    {
        Bitmap.UnlockBits(BitmapData);
        BitmapData = null;
    }

    private unsafe byte* MovePointer(byte* pointer, int x, int y)
    {
        return pointer + x * 4 + y * BitmapData.Stride;
    }
}

Then a class representing a rectangle containing different pixels, to mark them in the resulting image. In general this class can also contain a list of Point instances (or a byte[,] map) to make indicating individual pixels in the resulting image possible:

class Segment
{
    public int Left { get; set; }
    public int Top { get; set; }
    public int Right { get; set; }
    public int Bottom { get; set; }
    public Bitmap Bitmap { get; set; }

    public Segment()
    {
        Left = int.MaxValue;
        Right = int.MinValue;
        Top = int.MaxValue;
        Bottom = int.MinValue;
    }
};

Then the steps of a simple algorithm are as follows:

  • find different pixels
  • use a flood-fill algorithm to find segments on the difference image
  • draw bounding rectangles for the segments found

The first step is the easiest one:

static Bitmap FindDifferentPixels(Bitmap i1, Bitmap i2)
{
    var result = new Bitmap(i1.Width, i2.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
    var ia1 = new BitmapWithAccess(i1, System.Drawing.Imaging.ImageLockMode.ReadOnly);
    var ia2 = new BitmapWithAccess(i2, System.Drawing.Imaging.ImageLockMode.ReadOnly);
    var ra = new BitmapWithAccess(result, System.Drawing.Imaging.ImageLockMode.ReadWrite);

    for (int x = 0; x < i1.Width; ++x)
        for (int y = 0; y < i1.Height; ++y)
        {
            var different = ia1.GetPixel(x, y) != ia2.GetPixel(x, y);

            ra.SetPixel(x, y, different ? Color.White : Color.FromArgb(0, 0, 0, 0));
        }

    ia1.Release();
    ia2.Release();
    ra.Release();

    return result;
}

And the second and the third steps are covered with the following three functions:

static List<Segment> Segmentize(Bitmap blackAndWhite)
{
    var bawa = new BitmapWithAccess(blackAndWhite, System.Drawing.Imaging.ImageLockMode.ReadOnly);
    var result = new List<Segment>();

    HashSet<Point> queue = new HashSet<Point>();
    bool[,] visitedPoints = new bool[blackAndWhite.Width, blackAndWhite.Height];

    for (int x = 0;x < blackAndWhite.Width;++x)
        for (int y = 0;y < blackAndWhite.Height;++y)
        {
            if (bawa.GetPixel(x, y).A != 0
                && !visitedPoints[x, y])
            {
                result.Add(BuildSegment(new Point(x, y), bawa, visitedPoints));
            }
        }

    bawa.Release();

    return result;
}

static Segment BuildSegment(Point startingPoint, BitmapWithAccess bawa, bool[,] visitedPoints)
{
    var result = new Segment();

    List<Point> toProcess = new List<Point>();

    toProcess.Add(startingPoint);

    while (toProcess.Count > 0)
    {
        Point p = toProcess.First();
        toProcess.RemoveAt(0);

        ProcessPoint(result, p, bawa, toProcess, visitedPoints);
    }

    return result;
}

static void ProcessPoint(Segment segment, Point point, BitmapWithAccess bawa, List<Point> toProcess, bool[,] visitedPoints)
{
    for (int i = -1; i <= 1; ++i)
    {
        for (int j = -1; j <= 1; ++j)
        {
            int x = point.X + i;
            int y = point.Y + j;

            if (x < 0 || y < 0 || x >= bawa.Bitmap.Width || y >= bawa.Bitmap.Height)
                continue;

            if (bawa.GetPixel(x, y).A != 0 && !visitedPoints[x, y])
            {
                segment.Left = Math.Min(segment.Left, x);
                segment.Right = Math.Max(segment.Right, x);
                segment.Top = Math.Min(segment.Top, y);
                segment.Bottom = Math.Max(segment.Bottom, y);

                toProcess.Add(new Point(x, y));
                visitedPoints[x, y] = true;
            }
        }
    }
}

And the following program given your two images as arguments:

static void Main(string[] args)
{
    Image ai1 = Image.FromFile(args[0]);
    Image ai2 = Image.FromFile(args[1]);

    Bitmap i1 = new Bitmap(ai1.Width, ai1.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
    Bitmap i2 = new Bitmap(ai2.Width, ai2.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

    using (var g1 = Graphics.FromImage(i1))
    using (var g2 = Graphics.FromImage(i2))
    {
        g1.DrawImage(ai1, Point.Empty);
        g2.DrawImage(ai2, Point.Empty);
    }

    var difference = FindDifferentPixels(i1, i2);
    var segments = Segmentize(difference);

    using (var g1 = Graphics.FromImage(i1))
    {
        foreach (var segment in segments)
        {
            g1.DrawRectangle(Pens.Red, new Rectangle(segment.Left, segment.Top, segment.Right - segment.Left, segment.Bottom - segment.Top));
        }
    }

    i1.Save("result.png");

    Console.WriteLine("Done.");
    Console.ReadKey();
}

produces the following result:

enter image description here

As you can see there are more differences between the given images. You can filter the resulting segments with regard to their size for example to drop the small artefacts. Also there is of course much work to do in terms of error checking, design and performance.

One idea is to proceed as follows:

1) Rescale images to a smaller size (downsample)

2) Run the above algorithm on smaller images

3) Run the above algorithm on original images, but restricting yourself only to rectangles found in step 2)

This can be of course extended to a multi-level hierarchical approach (using more different image sizes, increasing accuracy with each step).

Upvotes: 1

atlaste
atlaste

Reputation: 31116

Ah an algorithm challenge. Like! :-)

There are other answers here using f.ex. floodfill that will work just fine. I just noticed that you wanted something fast, so let me propose a different idea. Unlike the other people, I haven't tested it; it shouldn't be too hard and should be quite fast, but I simply don't have the time at the moment to test it myself. If you do, please share the results. Also, note that it's not a standard algorithm, so there are probably some bugs here and there in my explanation (and no patents).

My idea is derived from the idea of mean adaptive thresholding but with a lot of important differences. I cannot find the link from wikipedia anymore or my code, so I'll do this from the top of my mind. Basically you create a new (64-bit) buffer for both images and fill it with:

f(x,y) = colorvalue + f(x-1, y) + f(x, y-1) - f(x-1, y-1)
f(x,0) = colorvalue + f(x-1, 0)
f(0,y) = colorvalue + f(0, y-1)

The main trick is that you can calculate the sum value of a portion of the image fast, namely by:

g(x1,y1,x2,y2) = f(x2,y2)-f(x1-1,y2)-f(x2,y1-1)+f(x1-1,y1-1)

In other words, this will give the same result as:

result = 0;
for (x=x1; x<=x2; ++x) 
  for (y=y1; y<=y2; ++y)    
    result += f(x,y)

In our case this means that with only 4 integer operations this will get you some unique number of the block in question. I'd say that's pretty awesome.

Now, in our case, we don't really care about the average value; we just care about some sort-of unique number. If the image changes, it should change - simple as that. As for colorvalue, usually some gray scale number is used for thresholding - instead, we'll be using the complete 24-bit RGB value. Because there are only so few compares, we can simply scan until we find a block that doesn't match.

The basic algorithm that I propose works as follows:

for (y=0; y<height;++y)
    for (x=0; x<width; ++x)
       if (src[x,y] != dst[x,y])
          if (!IntersectsWith(x, y, foundBlocks))
              FindBlock(foundBlocks);

Now, IntersectsWith can be something like a quad tree of if there are only a few blocks, you can simply iterate through the blocks and check if they are within the bounds of the block. You can also update the x variable accordingly (I would). You can even balance things by re-building the buffer for f(x,y) if you have too many blocks (more precise: merge found blocks back from dst into src, then rebuild the buffer).

FindBlocks is where it gets interesting. Using the formula for g that's now pretty easy:

int x1 = x-1; int y1 = y-1; int x2 = x; int y2 = y; 
while (changes)
{
    while (g(srcimage,x1-1,y1,x1,y2) == g(dstimage,x1-1,y1,x1,y2)) { --x1; }
    while (g(srcimage,x1,y1-1,x1,y2) == g(dstimage,x1,y1-1,x1,y2)) { --y1; }
    while (g(srcimage,x1,y1,x1+1,y2) == g(dstimage,x1,y1,x1+1,y2)) { ++x1; }
    while (g(srcimage,x1,y1,x1,y2+1) == g(dstimage,x1,y1,x1,y2+1)) { ++y1; }
}

That's it. Note that the complexity of the FindBlocks algorithm is O(x + y), which is pretty awesome for finding a 2D block IMO. :-)

As I said, let me know how it turns out.

Upvotes: 0

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