You can achieve monochrome conversion, as described here , MagickQuantizeImage . I am not completely familiar with anti-aliasing images, but an example might look like this.
#include <wand/MagickWand.h> int main(int argc, char **argv) { const size_t number_colors = 2; const size_t treedepth = 1; MagickWandGenesis(); MagickWand *wand = NULL; wand = NewMagickWand(); MagickReadImage(wand,"source.png"); MagickQuantizeImage( wand, // MagickWand number_colors, // Target number colors GRAYColorspace, // Colorspace treedepth, // Optimal depth MagickTrue, // Dither MagickFalse // Quantization error ); MagickWriteImage(wand,"out.png"); if(wand)wand = DestroyMagickWand(wand); MagickWandTerminus(); return 0; }
This may give you some spotty image.

Setting the depth, color number, and / or disabling anti-aliasing may give you results closer to what you would expect from the above examples.
MagickQuantizeImage( wand, // MagickWand number_colors, // Target number colors GRAYColorspace, // Colorspace treedepth, // Optimal depth MagickFalse, // No-dither MagickFalse // Quantization error );
Like this ... 
For iOS
It doesnβt take much effort to transfer the sample code to iOS. NextStep / Objective-c methods are compatible with the MagickWand library. The following example uses a temporary file to store a monochrome image, but I am sure that there is a better way to transfer the Magee graphic data directly to a UImage object.
// MyViewController.h #import <UIKit/UIKit.h>

emcconville
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