Appending to an Image File - java

I have written a program that takes a 'photo' and for every pixel it chooses to insert an image from a range of other photos. The image chosen is the photo of which the average colour is closest to the original pixel from the photograph.
I have done this by firstly averaging the rgb values from every pixel in 'stock' image and then converting it to CIE LAB so i could calculate the how 'close' it is to the pixel in question in terms of human perception of the colour.
I have then compiled an image where each pixel in the original 'photo' image has been replaced with the 'closest' stock image.
It works nicely and the effect is good however the stock image size is 300 by 300 pixels and even with the virtual machine flags of "-Xms2048m -Xmx2048m", which yes I know is ridiculus, on 555px by 540px image I can only replace the stock images scaled down to 50 px before I get an out of memory error.
So basically I am trying to think of solutions. Firstly I think the image effect itself may be improved by averaging every 4 pixels (2x2 square) of the original image into a single pixel and then replacing this pixel with the image, as this way the small photos will be more visible in the individual print. This should also allow me to draw the stock images at a greater size. Does anyone have any experience in this sort of image manipulation? If so what tricks have you discovered to produce a nice image.
Ultimately I think the way to reduce the memory errors would be to repeatedly save the image to disk and append the next line of images to the file whilst continually removing the old set of rendered images from memory. How can this be done? Is it similar to appending a normal file.
Any help in this last matter would be greatly appreciated.
Thanks,
Alex

I suggest looking into the Java Advanced Imaging (JAI) API. You're probably using BufferedImage right now, which does keep everything in memory: source images as well as output images. This is known as "immediate mode" processing. When you call a method to resize the image, it happens immediately. As a result, you're still keeping the stock images in memory.
With JAI, there are two benefits you can take advantage of.
Deferred mode processing.
Tile computation.
Deferred mode means that the output images are not computed right when you call methods on the images. Instead, a call to resize an image creates a small "operator" object that can do the resizing later. This lets you construct chains, trees, or pipelines of operations. So, your work would build a tree of operations like "crop, resize, composite" for each stock image. The nice part is that the operations are just command objects so you aren't consuming all the memory while you build up your commands.
This API is pull-based. It defers computation until some output action pulls pixels from the operators. This quickly helps save time and memory by avoiding needless pixel operations.
For example, suppose you need an output image that is 2048 x 2048 pixels, scaled up from a 512x512 crop out of a source image that's 1600x512 pixels. Obviously, it doesn't make sense to scale up the entire 1600x512 source image, just to throw away 2/3 of the pixels. Instead, the scaling operator will have a "region of interest" (ROI) based on it's output dimensions. The scaling operator projects the ROI onto the source image and only computes those pixels.
The commands must eventually get evaluated. This happens in a few situations, mostly relating to output of the final image. So, asking for a BufferedImage to display the output on the screen will force all the commands to evaluate. Similarly, writing the output image to disk will force evaluation.
In some cases, you can keep the second benefit of JAI, which is tile based rendering. Whereas BufferedImage does all its work right away, across all pixels, tile rendering just operates on rectangular sections of the image at a time.
Using the example from before, the 2048x2048 output image will get broken into tiles. Suppose these are 256x256, then the entire image gets broken into 64 tiles. The JAI operator objects know how to work a tile at a tile. So, scaling the 512x512 section of the source image really happens 64 times on 64x64 source pixels at a time.
Computing a tile at a time means looping across the tiles, which would seem to take more time. However, two things work in your favor when doing tile computation. First, tiles can be evaluated on multiple threads concurrently. Second, the transient memory usage is much, much lower than immediate mode computation.
All of which is a long-winded explanation for why you want to use JAI for this type of image processing.
A couple of notes and caveats:
You can defeat tile based rendering without realizing it. Anywhere you've got a BufferedImage in the workstream, it cannot act as a tile source or sink.
If you render to disk using the JAI or JAI Image I/O operators for JPEG, then you're in good shape. If you try to use the JDK's built-in image classes, you'll need all the memory. (Basically, avoid mixing the two types of image manipulation. Immediate mode and deferred mode don't mix well.)
All the fancy stuff with ROIs, tiles, and deferred mode are transparent to the program. You just make API call on the JAI class. You only deal with the machinery if you need more control over things like tile sizes, caching, and concurrency.

Here's a suggestion that might be useful;
Try segregating the two main tasks into individual programs. Your first task is to decide which images go where, and that can be a simple mapping from coordinates to filenames, which can be represented as lines of text:
0,0,image123.jpg
0,1,image542.jpg
.....
After that task is done (and it sounds like you have it well handled), then you can have a separate program handle the compilation.
This compilation could be done by appending to an image, but you probably don't want to mess around with file formats yourself. It's better to let your programming environment do it by using a Java Image object of some sort. The biggest one you can fit in memory pixelwise will be 2GB leading to sqrt(2x10^9) maximum height and width. From this number and dividing by the number of images you have for height and width, you will get the overall pixels per subimage allowed., and can paint them into the appropriate places.

Every time you 'append' are you perhaps implicitly creating a new object with one more pixel to replace the old one (ie, a parallel to the classic problem of repeatedly appending to a String instead of using a StringBuilder) ?
If you post the portion of your code that does the storing and appending, someone will probably help you find an efficient way of recoding it.

Related

Detecting if a BufferedImage contains transparent pixels

I'm trying to optimise a rendering engine in Java to not draw object's which are covered up by 'solid' child objects drawn in front of them, i.e. the parent is occluded by its children.
I'm wanting to know if an arbitrary BufferedImage I load in from a file contains any transparent pixels - as this affects my occlusion testing.
I've found I can use BufferedImage.getColorModel().hasAlpha() to find if the image supports alpha, but in the case that it does, it doesn't tell me if it definitely contains non-opaque pixels.
I know I could loop over the pixel data & test each one's alpha value & return as soon as I discover a non-opaque pixel, but I was wondering if there's already something native I could use, a flag that is set internally perhaps? Or something a little less intensive than iterating through pixels.
Any input appreciated, thanks.
Unfortunately, you will have to loop through each pixel (until you find a transparent pixel) to be sure.
If you don't need to be 100% sure, you could of course test only some pixels, where you think transparency is most likely to occur.
By looking at various images, I think you'll find that most images that has transparent parts contains transparency along the edges. This optimization will help in many common cases.
Unfortunately, I don't think that there's an optimization that can be done in one of the most common cases, the one where the color model allows transparency, but there really are no transparent pixels... You really need to test every pixel in this case, to know for sure.
Accessing the alpha values in its "native representation" (through the Raster/DataBuffer/SampleModel classes) is going to be faster than using BufferedImage.getRGB(x, y) and mask out the alpha values.
I'm pretty sure you'll need to loop through each pixel and check for an Alpha value.
The best alternative I can offer is to write a custom method for reading the pixel data - ie your own Raster. Within this class, as you're reading the pixel data from the source file into the data buffer, you can check for the alpha values as you go. Of course, this isn't much help if you're using a built-in image reading class, and involves a lot more effort.

Image caching and performance

I'm currently trying to improve the performances of a map rendering library. In the case of punctual symbols, the library is really often jsut drawing the same image again and again on each location. the drawing process may be really complex, though, because the parametrization of the symbol is really very rich. For each point, I have a tree structure that computes the image about to be drawn. When parameters are not dependant on the data I'm processing, as I said earlier, I just draw a complex symbol several times.
I've tried to implement a caching mechanism. I store the images that have already be drawn, and if I encounter a configuration that has already been met, I get the image and draw it again. The first test I've made is for a very simple symbol. It's a circle whose both shape and interior are filled.
As I know the symbol will be constant in all locations, I cache it and draw it again from the cached image then. That works... but I face two important problems :
The quality of the drawn symbols is hardly damaged.
More problematic : the time needed to render the map is reaally higher with caching than without caching. That's pretty disappointing for a cache ^_^
The core code when the caching mechanism is on is the following :
if(pc.isCached(map)){
BufferedImage bi = pc.getCachedValue(map);
drawCachedImageOnGeometry(g2, sds, fid, selected, mt, the_geom, bi);
} else {
BufferedImage bi = g2.getDeviceConfiguration().createCompatibleImage(200, 200);
Graphics2D tg2 = bi.createGraphics();
graphic.draw(tg2, map, selected, mt, AffineTransform.getTranslateInstance(100, 100));
drawCachedImageOnGeometry(g2, sds, fid, selected, mt, the_geom, bi);
pc.cacheSymbol(map, bi);
}
The only interesting call made in drawCachedImageOnGeometry is
g2.drawRenderedImage(bi, AffineTransform.getTranslateInstance(x-100,y-100));
I've made some attempts to use VolatileImage instances rather than BufferedImage... but that causes deeper problems (I've not been able to be sure that the image will be correctly rendered each time it is needed).
I've made some profiling too and it appears that when using my cache, the operations that take the longest time are the rendering operations made in awt.
That said, I guess my strategy is wrong... Consequently, my questions are :
Are there any efficient way to achieve the goal I've explained ?
More accurately, would it be faster to store the AWT instructions used to draw my symbols and to translate them as needed ? I make the assumption that it may be possible to retrieve the "commands" used to build the symbol... I didn't find many informations about that on the world wide web, though... If it is possible, that would save me both the computation time of the symbol (that can be really complex, as said earlier) and the quality of my symbols.
Thanks in advance for all the informations and resources you'll give me :-)
Agemen.
EDIT : Here are some details about the graphics that can be rendered. According to the symbology model I'm implementing, graphics can be really simple (ie a filled square with its shape) as well as really complex (A Label whose both shape and fill are drawn with hatches, for instance, and even if a halo around it if I want). I want to use a cache because I'm sure that in most configurations I'll be able to :
differenciate the parameters that have been used to draw two different symbols of the same source that are styled with the same style.
be sure that two sources with the same parameters (location excepted) will produce the same symbol for the same style, but at two different locations (only a translation will be needed).
Because of these two points, caching seems to be a good strategy. Moreover, there may be thousands of duplcated symbols to be drawn in the same image.
You are awefully vague about what kind of operations your drawing really entails, so all I can give you are some very general pointers.
1.) Drawing a pre-rendered Image is not necessarily faster than drawing the same Image using Graphics2D operations. It depends a lot on the complexity required to draw the image. As an extreme case consider fillRect() vs. a drawImage() of an Image containing the pre-rendered rectangle (fillRect just writes the destination pixels, where drawImage also needs to copy from a source).
2.) In most cases you never want to mess with VolatileImage directly. BufferedImage takes advantage of VolatileImage automatically unless you mess with the Image DataBuffer. If you have many pre-rendered images you may also run out of accelerated video memory and that degrades image drawing performance.
3.) On-the-fly scaling/rotating etc. of a pre-rendered image can be pretty costly (depending on the platform and current graphics transformations).
4.) The 'compatible Image' you create may not really be compatible with the drawing target. You obtain an image compatible with the default screen device, which may not be compatible with the actual target in a multi monitor setup. You may get better results using the actual target components createImage().
EDIT:
5.) Translating the coordinates of a rendering operation may alter the destination pixels produced. An obvious case is when the coordinates are non-integers (either in the coordinates themselves or indirectly through the AffineTransform set on the graphics). Also, antialiasing of text and possibly other primitives may be influenced slightly by coordinates (subpixel rendering comes to mind).
You could attempt an approach that differentiates on if a symbol is presumably fast or slow to render. The fast ones being rendered directly, while the slow ones are cached. The main problem here is in deciding which ones are fast/slow, I expect this to be non-trivial to decide.
Also, I wonder when you say there are thousands of symbols to be rendered, as I imagine most of them should be clipped away since only a small portion of the graph fits into a Window/Frame? If thats the case, don't bother much with caching. Drawing operations that are completely outside the current clip bounds will be relatively cheap - all the graphics target really does for them is detection if they are completely invisible and when they are just do nothing. If the goal is the produce an image to be saved to disk/printed (whatever) I wouldn't bother much with speeding up the rendering, since this is a relatively rare operation and the actual printing may by far exceed the time needed for rendering the graph anyway.
If none of the above applies to your case, be somewhat careful that your cache does not use more time/memory to decide if a cached version exists than it really saves in rendering time. You also need to take into accound that building a cached image instead of rendering to the target directly does cost you some time if that image is never reused. Caching can only gain you some speed if the image is reused at least once, preferably many more times.
If you build your symbols from primive operations by combining primitve rendering operation objects (like there is a Rectangle, Halo and Text rendering object subclass), you may want to assign each of them a cost indicator and only cache those symbols that exceed some (to be determined) cost threshhold. Also it may be a good idea to implement a hashCode() for each primitive operation and the symbol itself for fast(er) equals detection.

Java image library - turn grid image into array

If I have an image of a table of boxes, with some coloured in, is there an image processing library that can help me turn this into an array?
Thanks
You can use a thresholding function to binarize the image into dark/light pixels so dark pixels are 0 and light ones are 1.
Then you would want to remove image artifacts using dilation and erosion functions to remove noise (all these are well defined on Wikipedia).
Finally if you know where the boxes are, you can just get the value in the center of each box to determine the array value, or possibly use an area near the center and take the prevailing value (i.e. more 0's is a filled in square, more 1's is and empty square).
If you are scanning these boxes and there is a lot of variation in the position of the boxes, you will have to perform some level of image registration using known points, or fiducials.
As far as what tools to use to do this, I'd recommend first trying this manually using a tool like ImageJ, which has a UI and can also be used programatically since it is written all in Java.
Other good libraries for this include OpenCV and the Java Advanced Imaging API.
Your results will definitely vary depending on the input images and how consistenly lit and positioned they are.
The best way to see how it will do for your data is to try applying these processing steps manually to see where your threshold value should be, how much dilating/eroding you need to get consistent results.

Printing in Java - Printable.print() resizes images

I have a custom report which draws via Graphics2D, and uses a lot of tiny BufferedImage sprites. PrinterJob.print() seems to be calling Printable.print() roughly once for each sprite (the actual count can vary both ways), so some pages are re-rendered 150 times... This causes printing to be unacceptably slow, about 10 seconds for two pages.
I found this: Why does the java Printable's print method get called multiple times with the same page number?
But it doesn't appear to explain my particular problem (or only partially explains it). I created a test report which has only a few sprites, and there was a small number of resizes that went up and down as I added and removed images on either the vertical or horizontal axes.
When printing to a PDF using Bullzip, I noticed that after zooming in on the images, they are being scaled up using a bilinear or bicubic algorithm. One of these images, which is unique in having an indexed color palette, does not appear to be scaled. I confirmed that the scaling is a Java behavior and not being performed by Bullzip by printing to a real printer and observing the same images being scaled versus not.
So it strikes me as the print API trying to rescale images to whatever DPI it has in mind, but for some reason it's calling Printable.print() each time it encounters an image that it deems as needing this treatment.
How do I fix this behavior? I tried setting rendering hints on the Graphics2D that I get when Printable.print() is called, to no avail. I don't know what else to do short of try to find and examine the print API's source code.
I think I just figured it out by accident. A report I just modified now draws an image over some geometry, and I noticed that the part of the geometry that's behind the box of the image is being rasterized and looks blurry compared to outside of the box. The image in question (and all other than the one indexed color image) has an 8 bit alpha channel.
I noticed before that Java's print rasterizer doesn't like things with translucency (one report which used it was being completely rasterized at I think 300dpi...), but I forgot that these images also had alpha channels.
When I get a chance, I'm probably going to fix this by further increasing the images' resolution and using 1 bit alpha. When scaled down for screen viewing, it will have a few bits of alpha again and look okay.

How to make a thumb from a big image file in J2ME?

I'm trying to display a big image file in a J2ME application. But I found that when the image file is too big I can not even create the Image instance and get a OutOfMemory exception.
I suppose I can read the image file in small chunks and create a thumbnail to show to the user?
Is there a way to do this? Or is there any other method to display the image file in the application?
Thanks.
There are a number of things to try, depending on exactly what you are trying to do and what handset you want your application to run on.
If your image is packaged inside your MIDlet JAR file, You have less control over what the MIDP runtime does because the data needs to be unzipped before it can be loaded as an Image. In that case, I would suggest simply packaging a smaller image. Either reduce the number of pixels or the number of bytes used to encode each pixel.
If you can read the image bytes from a GCF-based InputStream (file, network...), You need to understand the image format (BMP is straightforward, JPEG less so...) so you can scale it down into a mutable Image object that would take less memory, one chunk at a time.
In that case, you also need to decide what your scaling algorithm should be. Turning 32 bits pixels in a file into 8 bits pixels in memory might not actually work as expected if the LCDUI implementation on your mobile phone was badly written.
Depending on the content of the image, simply removing half of the pixel columns and half of the pixel lines may be either exactly what you need or way too naive an approach. You may want to look at existing image scaling algorithms and write one into your application.
Remember that basic LCDUI may not be the only way to display an image on the screen. JSR-184, JSR-239, JSR-226 and eSWT could all allow you to do that in a way that may be totally independant from your handset LCDUI implementation.
Finally, let's face it, if your phone MIDP runtime doesn't allow you to create at least 2 images the size of your screen at full color depth at the same time, then it might be time to decide to not support that specific handset.

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