Overriding DPI of images when displaying them in WPF

Posting following because it might help someone else. It took me quite 
while to figure this one out.
I started learning C# and WPF recently. I hadn't had so much fun since the
late 1990s when I learned Java.
But I stumbled on one major irritant working on my project, a picture viewer.
Contrary to just about every environment I've encountered, WPF insists on
taking the DPI of images into consideration when displaying them. What I want
is to display the images in some area of my app, pixel-for-pixel unless that
results in the picture going beyond the frame, in which case the image
needs to be scaled down so it fits. I don't want to have a larger image because
the DPI is smaller than 96, and I don't want a smaller image because the DPI
is higher than 96.
As far as I'm concerned, DPI is more often than not a useless number. Two
examples.
1) My camera arbitrarily assigns a DPI value of 72 to all pictures it takes.
   But what "inches" are we talking about here? Obviously there is no answer
   to that question. So it's a meaningless number.
2) If I scan a 35 mm color slide, I will probably do so at a DPI value of
   something like 2400, but I'd sure want to display the resulting image much
   larger. By default, WPF will show it at original size, totally useless.
   The DPI here is certainly meaningful, but not as a display parameter!
I compared two images from same original (leware.net/photo/dpi.html),
one resized to a DPI of 48, the other to a DPI of 192. In a hex editor,
except for the one byte that encodes the DPI value, the two files are
identical. It's the same image, with a different DPI value, but no other
differences.
So how do I get a WPF picture viewer to display images without taking their
DPI into consideration? As every browser and viewer I know will do?
At first, I thought that I would be able to do something like:
    BitmapImage img = new BitmapImage();
    img.BeginInit();
        img.UriSource = new Uri(somePathOrUrl);
        img.DpiX = 96.0;   // override
        img.DpiY = 96.0;
    img.EndInit();
But DpiX and DpiY are "get" only, not "set". Yet, it's just a simple number,
and changing it before WPF does anything with the image does not sound like a
big challenge (even when waiting for DownloadCompleted event). It's almost as
if the WPF designers decided that WPI was sooo important that they would never
allow anyone to modify the value...
The first approach I tried used RenderTargetBitmap (created at 96 DPI),
DrawingVisual, DrawingContext classes. Seems quite complex. It worked, but
I wouldn't call it elegant.
After much browsing (and with improving understanding), I found a better approach.
In simple terms, I set the Image's Width and Height to PixelWidth and PixelHeight
(which essentially makes the resulting DPI to be 96), and I set the Image's
MaxWidth and MaxHeight to the space available to the Image in the app, to force
scaling if the source is too large. I used Stretch=Uniform. Code fragments below.
The Image is placed in a UniformGrid container which provides the MaxWidth and
MaxHeight, and which centers the Image inside.
This approach is quite a bit more elegant, it removed nearly 100 lines of code
from the app. I still think though that it's not as simple as it could be.
I had also read about "DPI awareness", didn't really understand it, but it seems
to deal with DPI of display device, not of source images.
So two questions:
1) Is there a even easier way, esp. a way to directly modify or ignore an image's
   DPI values before using it (without copying the image into some new bitmap)?
2) Barring that, is there something simpler than above?
Note that I'm fine with the application being otherwise DPI aware (fonts,
buttons, &c).
Thanks
WPF code fragments of the trivial application I used to fine-tune the second
approach. The two images are 160x100 pixels (but any pair of images smaller
than the display will do the trick), one at DPI 48, one at DPI 192, and named
IMG_6726s48.jpg and IMG_6726s192.jpg. The both show at the same size, as I
wanted.
To see the original problem as I experienced it, set Stretch=None and comment
out the two pairs of lines that set image.Width and image.Height.
XAML
<Window x:Class="WpfApplication1.MainWindow"
        xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        Title="MainWindow" Height="512" Width="512">
    <Grid>
        <TextBlock Name="lpvMessage" Text="(messages)" Margin="2,2,10,0" VerticalAlignment="Top"  TextWrapping="NoWrap"/>
        <UniformGrid Name="grid" Margin="48,48,16,16" Background="LightGray" SizeChanged="gridSizeChanges">
            <Image Name="image" Stretch="Uniform" HorizontalAlignment="Center" VerticalAlignment="Center" MouseDown="onClickInImage"/>
        </UniformGrid>
        <Button Content="48" HorizontalAlignment="Left" Margin="10,68,0,0" VerticalAlignment="Top" Width="32" Click="buttonClick"/>
        <Button Content="192" HorizontalAlignment="Left" Margin="11,93,0,0" VerticalAlignment="Top" Width="32" Click="buttonClick"/>
    </Grid>
</Window>
XAML.CS
namespace WpfApplication1
    public partial class MainWindow : Window
        public MainWindow()
            InitializeComponent();
            grid.Background = new SolidColorBrush(Color.FromArgb(0xFF, 0xF0, 0xF0, 0xF0)); // shows grid for testing
            changeImage("48");
        private void changeImage(string dpi)
            BitmapImage img = new BitmapImage();
            img.BeginInit();
            img.UriSource = new Uri("R:/IMG_6726s" + dpi + ".jpg"); // IMG_6726s48.jpg or IMG_6726s192.jpg.
            img.EndInit();
            image.Source = img;
            lpvMessage.Text = "Loading :/IMG_6726s" + dpi + ".jpg";
        private void onClickInImage(object sender, MouseButtonEventArgs e)
            BitmapImage isrc = image.Source as BitmapImage;
            image.Width = isrc.PixelWidth;       // "ignores" DPI
            image.Height = isrc.PixelHeight;
            image.MaxWidth = grid.ActualWidth;   // prevents scaling larger than 1:1
            image.MaxHeight = grid.ActualHeight;
            bool shifted = Keyboard.IsKeyDown(Key.LeftShift) || Keyboard.IsKeyDown(Key.RightShift);
            if (shifted)  // shift-click to toggle Stretch between Uniform and None
                if (image.Stretch == Stretch.None)    image.Stretch = Stretch.Uniform;
                else                                 
image.Stretch = Stretch.None;
            lpvMessage.Text = "grid.ActualSize=" + grid.ActualWidth + "x" + grid.ActualHeight +
                " image.ActualSize=" + image.ActualWidth + "x" + image.ActualHeight +
                " isrc.PixelSize=" + isrc.PixelWidth + "x" + isrc.PixelHeight +
                " image.Stretch->" + ((image.Stretch == Stretch.None) ? "None" : "Uniform");
        private void gridSizeChanges(object sender, SizeChangedEventArgs e)
            BitmapImage isrc = image.Source as BitmapImage;
            image.Width = isrc.PixelWidth;       // "ignores" DPI (redundant here
            image.Height = isrc.PixelHeight;
            image.MaxWidth = grid.ActualWidth;   // prevents scaling to larger than 1:1
            image.MaxHeight = grid.ActualHeight;
            lpvMessage.Text = "grid.ActualSize=" + grid.ActualWidth + "x" + grid.ActualHeight +
                " image.ActualSize=" + image.ActualWidth + "x" + image.ActualHeight +
                " isrc.PixelSize=" + isrc.PixelWidth + "x" + isrc.PixelHeight +
                " image.Stretch->" + ((image.Stretch == Stretch.None) ? "None" : "Uniform");
        private void buttonClick(object sender, RoutedEventArgs e)
            Button b = sender as Button;
            string dpi = b.Content as string;
            changeImage(dpi);

Being able to ignore DPI is all I'm asking for, and what I've always done for decades
If the objective is to fill the Window, then yes, it's simple, as the following example of a thumbnail image shows:
<Grid>
<Image Source="http://leware.net/temper/42fp.jpg"/>
</Grid>
Result below. DPI doesn't matter, pixel sizes don't matter, the source fills the Image control, while respecting the proportions.
But I don't want the image to fill the space available if it doesn't have enough pixels, it looks fuzzy and I don't like that.
So I add Stretch=None to the Image control, and it solves my problem, the image is shown at a size that corresponds to its pixel size (63x87), centered.
<Grid>
<Image Source="http://leware.net/temper/42fp.jpg" Stretch="None"/>
</Grid>
The above two XAML fragments give the following results:
The second is what I want. So Stretch=None, unless the image is larger than display area, in which case Stretch=Uniform.
Now I try my two test images, also with Stretch=None because they are smaller than display area.
These two images are both 160x100 pixels, and, when compared in a hex editor, differ
only in the couple of bytes that store the DPI value (0x0030 vs 0x00c0),
all the rest is the same.
<Grid>
<Image Source="http://leware.net/photo/IMG_6726s48.jpg" Stretch="None"/>
</Grid>
and
<Grid>
<Image Source="http://leware.net/photo/IMG_6726s192.jpg" Stretch="None"/>
</Grid>
Here's what I see:
DPI obviously does matter here, much to my surprise. WPF's behavior was unexpected. That was my original problem.
The DPI 48 image is enlarged by a factor of 2, the 192 DPI image is reduced by a factor of 2. What I want is in between, and the same for both images, a display based only on pixel sizes, like most browsers and picture viewers do.
In other words, I want one image pixel to be one display pixel, downsized to fit if the image is too large, but never enlarged beyond 1:1 to fill the available space.
I had a hard time figuring out how to get those two small images to show identically.
I finally got what I wanted with the solution at the top of this thread (overriding size of Image control instead of DPI). I'm sharing because it might help someone else.
Is there a better way to handle this when the DPI is arbitrary? Isn't there a way to just tell WPF to ignore images' DPI values or simply override it (force an image's DPI to 96)?
Quite possibly I'm trying to do something which does not quite fit in the philosophy of WPF. Maybe I'm closer now, I'm still learning (this discussion is helping).
I won't be surprised if my application misbehaves when the DPI of the display is not 96. Not a concern for now.

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