Resizing image with quality.
Taken from http://stackoverflow.com/a/24199315/1247243 all credit belong to Mark/// <summary>
/// Resize the image to the specified width and height.
/// </summary>
/// <param name="image">The image to resize.</param>
/// <param name="width">The width to resize to.</param>
/// <param name="height">The height to resize to.</param>
/// <returns>The resized image.</returns>
public static Bitmap ResizeImage(Image image, int width, int height)
{
var destRect = new Rectangle(0, 0, width, height);
var destImage = new Bitmap(width, height);
destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
using (var graphics = Graphics.FromImage(destImage))
{
graphics.CompositingMode = CompositingMode.SourceCopy;
graphics.CompositingQuality = CompositingQuality.HighQuality;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.SmoothingMode = SmoothingMode.HighQuality;
graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
using (var wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destRect, 0, 0, image.Width,image.Height, GraphicsUnit.Pixel, wrapMode);
}
}
return destImage;
}
wrapMode.SetWrapMode(WrapMode.TileFlipXY)
prevents ghosting around the image borders -- naive resizing will sample transparent pixels beyond the image boundaries, but by mirroring the image we can get a better sample (this setting is very noticeable)destImage.SetResolution
maintains DPI regardless of physically size -- may increase quality when reducing image dimensions or when printing- Compositing controls how pixels are blended with the background -- might not be needed since we're only drawing one thing
InterpolationMode
determines how intermediate values between two endpoints are calculatedSmoothingMode
specifies whether lines, curves, and the edges of filled areas use smoothing (also called antialiasing) -- probably only works on vectorsPixelOffsetMode
affects rendering quality when drawing the new image
Also, this is a good article describing some of the pitfalls with image resizing. The above function will cover most of them, but you still have to worry about saving.
Or using proportion resizing
taken from http://stackoverflow.com/a/6501997/1247243 credit belong to Alex
Like this?
public static void Test()
{
using (var image = Image.FromFile(@"c:\logo.png"))
using (var newImage = ScaleImage(image, 300, 400))
{
newImage.Save(@"c:\test.png", ImageFormat.Png);
}
}
public static Image ScaleImage(Image image, int maxWidth, int maxHeight)
{
var ratioX = (double)maxWidth / image.Width;
var ratioY = (double)maxHeight / image.Height;
var ratio = Math.Min(ratioX, ratioY);
var newWidth = (int)(image.Width * ratio);
var newHeight = (int)(image.Height * ratio);
var newImage = new Bitmap(newWidth, newHeight);
using (var graphics = Graphics.FromImage(newImage))
graphics.DrawImage(image, 0, 0, newWidth, newHeight);
return newImage;
}