Posts Tagged ‘integer math’

Ode to Array#pack and String#unpack

Sunday, January 17th, 2010

Remember my last post, where I representing a pixel with a Fixnum, storing the R, G, B and A value in its 4 bytes of memory? Well, I have been working some more on my PNG library and I am now trying loading and saving an image.

Using the PNG specification, building a PNG encoder/decoder isn’t that hard, but the required algorithmic calculations make sure that performance in Ruby is less than stellar. I have rewritten all calculations to only use fast integer math (plus, minus, multiply and bitwise operators), but simply the amount of code that is getting executed is slowing Ruby down. What more can I do to improve the performance?

Encoding RGBA images

Optimizing loading images is very hard, because PNG images can have many variations, and taking shortcuts means that some images are no longer supported. Not so with saving images: as long an image is saved using one of the valid variations, every PNG decoder will be able to read the file. Let’s see if it is possible to optimize one of these encoding variations.

During encoding, the image get splits up into scanlines (rows) of pixels, which in turn get converted into bytes. These bytes can be filtered for optimal compression. For a 3×3 8-bit RGBA image, the result looks like this:

F Rf Gf Bf Af Rf Gf Bf Af Rf Gf Bf Af
F Rf Gf Bf Af Rf Gf Bf Af Rf Gf Bf Af
F Rf Gf Bf Af Rf Gf Bf Af Rf Gf Bf Af

Every line starts with a byte F indicating the filter method, followed by the filtered R, G and B value for every pixel on that line. Now, if we choose filter method 0, which means no filtering, the result looks like this:

0 Ro Go Bo Ao Ro Go Bo Ao Ro Go Bo Ao
0 Ro Go Bo Ao Ro Go Bo Ao Ro Go Bo Ao
0 Ro Go Bo Ao Ro Go Bo Ao Ro Go Bo Ao

Now, the original R, G, B and A byte from the original pixel’s Fixnum, occur in big-endian or network byte order, starting with the top left pixel, moving left to right and then top to bottom. Exactly like the pixels are stored in our image’s pixel array! This means that we can use the Array#pack method to encode into this format. The Array#pack-notation for this is "xN3" in which x get translated into a null byte, and every N as 4-byte integer in network byte order. For optimal performance, it is best to not split the original array in lines, but to pack the complete pixel array at once. So, we can encode all pixels with this command:

pixeldata = pixels.pack("xN#{width}" * height)

This way, the splitting the image into lines, splitting the pixels into bytes, and filtering the bytes can be skipped. In Ruby 1.8.7, this means a speedup of over 1500% (no typo)! Of course, because no filtering applied, the subsequent compression is not optimal, but that is a tradeoff that I am willing to make.

Encoding RGB images

What about RGB images without alpha channel? We can simply choose to encode these using the RGBA method, but that increases the file size with roughly 25%. Can we fix this somehow?

The unfiltered pixel data should look something like this:

0 Ro Go Bo Ro Go Bo Ro Go Bo
0 Ro Go Bo Ro Go Bo Ro Go Bo
0 Ro Go Bo Ro Go Bo Ro Go Bo

This means that for every pixel that is encoded as a 4-byte integer, the last byte should be ditched. Luckily, the Array#pack method offers a modifier that does just that: X. Packing a 3 pixel line can be done with "xNXNXNX". Again we would like to pack the whole pixel array at once:

pixeldata = pixels.pack(("x" + ('NX' * width)) * height)

Because all the encoding steps can get skipped once again, the speed improvement is again 1500%! And the result is 25% smaller than the RGBA method. This method is actually so speedy, that saving an image using Ruby 1.9.1 is only a little bit slower (< 10%) than saving a PNG image using RMagick! See my performance comparison.

Loading images

Given the promising results of the Array#pack method, using its counterpart String#unpack looks promising for speedy image loading, if you know the image’s size and the encoding format beforehand.

An RGBA formatted stream can be loaded quickly with this command:

pixels = rgba_pixeldata.unpack("N#{width * height}")
image = Image.new(width, height, pixels)

For an RGB formatted stream, we can use the X modifier again, but we have to make sure to set the alpha value for every pixel to 255:

pixels = rgb_pixeldata.unpack("NX" * (width * height))
pixels.map! { |pixel| pixel | 0x000000ff }
image = Image.new(width, height, pixels)

You can even use little-endian integers to load streams in ABGR format!

pixels = abgr_pixeldata.unpack("V#{width * height}")
image = Image.new(width, height, pixels)

Loading pixel data for an image like this is again over 1500% faster than decoding the same PNG image. However, this can only be applied if you have control over the input format of the image.

To conclude

Array#pack and String#unpack really have increased the performance for my code. If you can apply them for project, don’t hesitate and spread the love! For all other cases, use as little code as possible, and upgrade to Ruby 1.9 for improved algorithmic performance. :-)

Memory efficiency when using Ruby

Thursday, January 14th, 2010

I have been spending some time creating a pure Ruby PNG library. For this library, I need to have some representation of the image, which is composed of RGB pixels, supporting an alpha channel. Because images can be composed of a lot of pixels, I want the implementation to be as memory efficient as possible. I also would like decent performance.

A very naive Ruby implementation for an image represents the red, green, blue and alpha channel using a floating point number between 0.0 and 1.0, and might look something like this:

class Pixel
  attr_reader :r, :g, :b, :a
 
  def initialize(r, g, b, a = 1.0)
    @r, @g, @b, @a = r, g, b, a
  end
end
 
class Image
  attr_reader :width, :height
 
  def initialize(width, height)
    @width, @height = width, height
    @pixels = Array.new(width * height)
  end
 
  def [](x,y)
    @pixels[y * width + x]
  end
 
  def []=(x,y, pixel)
    @pixels[y * width + x] = pixel
  end
end

For a 10×10 image, this representation requires 4 times 100 floating point numbers, which require 8 bytes each. That’s already over 3kB for such a small image just for the floating point numbers! Ouch.

A simple improvement is to decide that 8-bit color depth is enough in the case, in which case each channel can be represented by an integer between 0 and 255. Storing such a number only costs one byte of memory. Ruby’s Fixnum class typically uses 4-byte integers. If only the 4 channels of one byte each could be combined into a single Fixnum instance… Behold!

class Pixel
  attr_reader :value
  alias :to_i :value
 
  def initialize(value)
    @value = value
  end
 
  def self.rgba(r, g, b, a = 255)
    self.new(r << 24 | g << 16 | b << 8 | a)
  end
 
  def r; (@value & 0xff000000) >> 24; end
  def g; (@value & 0x00ff0000) >> 16; end
  def b; (@value & 0x0000ff00) >>  8; end
  def a; (@value & 0x000000ff); end
end

Notice the bit operations, which are extremely fast. This only requires 100 times 4 bytes = 400 bytes for storing the RGBA values for a 10×10 image, an 8 times improvement!

This implementation wraps every pixel inside an object. This is nice, because I want to access the separate channels of every pixel easily using the r, g, b, and a methods, and every other method that is defined for every pixel. However, a Ruby object instance has an overhead of at least 20 bytes. That’s 20 times 100 is about 2kB for our 10×10 image!

To get rid of the object overhead, it is possible to simply store the Fixnum value for every pixel, and only wrapping it inside a Pixel object when it is accessed. This can be done by modifying the Image class:

class Image
  # ...
 
  def [](x,y)
    Pixel.new(@pixels[y * width + x]) # wrap
  end
 
  def []=(x,y, pixel)
    @pixels[y * width + x] = pixel.to_i # unwrap
  end
end

As you can see, some simply changes in the representation can really make a difference in the memory usage. Can this representation be improved further?

Integer math calculations

Because we are now using integers to represent a pixel, this can cause problems when the math requires you to use floating point numbers. For example, the formula for alpha composition of two pixels is as follows:

Alpha compositing formula

in which Ca is the color component of the foreground pixel, αa the alpha channel of the foreground pixel, Cb and αb the same values for the background pixel, all of which should be values between 0 and 1.

A naive implementation could convert the integer numbers to their floating point equivalents:

def compose(fg, bg)
  return bg if fg.a == 0
  return fg if fg.a == 255
 
  fg_alpha = fg.a / 255.0
  bg_alpha = fg.a / 255.0
  alpha_complement = (1.0 - fg_alpha) * bg_alpha
 
  new_r = (fg_alpha * fg.r + alpha_complement * bg.r).round
  new_g = (fg_alpha * fg.g + alpha_complement * bg.g).round
  new_b = (fg_alpha * fg.b + alpha_complement * bg.b).round
  new_a = ((fg_alpha + alpha_complement) * 255).round
 
  Pixel.rgba(new_r, new_g, new_b, new_a)
end

This implementation is already a little bit optimized: no unnecessary conversions and calculations are being performed. However, this composition can be done a lot quicker after realizing that 255 is almost a power of two, in which computers excel because it can use bitwise operators and shifting for some calculations.

My new approach uses a quicker implementation of multiplication of 8-bit integers that represent floating numbers between 0 and 1:

def compose(fg, bg)
  return bg if fg.a == 0
  return fg if fg.a == 255
 
  alpha_complement = multiply(255 - fg.a, bg.a)
  new_r = multiply(fg.a, fg.r) + multiply(alpha_complement, bg.r)
  new_g = multiply(fg.a, fg.g) + multiply(alpha_complement, bg.g)
  new_b = multiply(fg.a, fg.b) + multiply(alpha_complement, bg.b)
  new_a = fg.a + alpha_complement
 
  Pixel.rgba(new_r, new_g, new_b, new_a)
end
 
# Quicker alternative for (a * b / 255.0).round
def multiply(a, b)
  t = a * b + 0x80
  ((t >> 8) + t) >> 8
end

Not that the new implementation is less precise in theory, but this precision is lost anyway because we have to convert the values back to 8 bit RGBA values. Your thoughts?