Compress Image in .NET CORE MVC [duplicate] - c#

I need to shrink every image I get that is more than 10MB.
File types are png, jpg and gif.
I saw that ImageSharp has an option to resize an image:
Resize(new ResizeOptions
{
Mode = ResizeMode.Max,
Size = new Size(maxFileSize)
}
I saw a lot of examples using the resize function with width and height, but none using this one size option, and no documentation explain exactly what "size" means.
I've tried the following: Shrinking an image of 22.2MB using maxFileSize=1024 yielded a picture of 527.9MB.
"Shrinking" the same image with maxFileSize=1024*2*10 yielded a 47.4MB picture.
How can I shrink an image to a size of roughly 10MB (can be a bit less)?
My goal here is to limit to 10MB, and, if exceeded, reduce the image to the maximal possible size under 10MB without affecting the ratio.

I don't think that there is an easy (and reliable) way to compute the compressed size of an image, without, well, compressing it.
While ImageSharp doesn't seem to offer a native API for this, we can use existing functionality to find an optimal size which satisfies our constraints.
Idea:
We can assume that smaller images take less space on disk, i.e., the file size is correlated with the number of pixels. This may not hold for some sophisticated compression algorithms on very similar image sizes; however, even then we should still able to find a good estimation for the perfect image size.
Pick some rough lower and upper bounds for the image size. In the best case, our perfect image size lays somewhere in between.
Perform a binary search between the aforementioned bounds, by repeatedly resizing and compressing our image, until it has our desired file size.
Corresponding C# code:
// Load original image
using Image image = Image.Load("image.jpg");
// Configure encoder
var imageEncoder = new JpegEncoder
{
Quality = 95,
Subsample = JpegSubsample.Ratio420
};
// Resize image, until it fits the desired file size and bounds
int min = ESTIMATED_MINIMUM_WIDTH;
int max = ESTIMATED_MAXIMUM_WIDTH;
int bestWidth = min;
using var tmpStream = new MemoryStream();
while(min <= max)
{
// Resize image
int width = (min + max) / 2;
using var resizedImage = image.Clone(op =>
{
op.Resize(new ResizeOptions
{
Mode = ResizeMode.Max,
Size = new Size(width, MAXIMUM_HEIGHT)
});
});
// Compress image
tmpStream.SetLength(0);
resizedImage.Save(tmpStream, imageEncoder);
// Check file size of resized image
if(tmpStream.Position < MAXIMUM_FILE_SIZE)
{
// The current width satisfies the size constraint
bestWidth = width;
// Try to make image bigger again
min = width + 1;
}
else
{
// Image is still too large, continue shrinking
max = width - 1;
}
}
// Resize and store final image
image.Mutate(op =>
{
op.Resize(new ResizeOptions
{
Mode = ResizeMode.Max,
Size = new Size(bestWidth, MAXIMUM_HEIGHT)
});
});
// Store resized image
image.Save("image-resized.jpg", imageEncoder);
This loads the image "image.jpg" and finds the width bestWidth which yields a file size smaller than, but near to MAXIMUM_FILE_SIZE.
The other constants are defined as follows:
ESTIMATED_MINIMUM_WIDTH: The estimated lower bound for the perfect image width. The image will never become smaller than this. Should be at least 0.
ESTIMATED_MAXIMUM_WIDTH: The estimated upper bound for the perfect image width. The image will never become larger than this. Should be at most image.Width.
MAXIMUM_HEIGHT: The maximum image height. This is helpful if there are other constraints than the file size (e.g., the image must fit a certain screen size); else, this can be simply set to image.Height.
While binary search offers good algorithmic complexity, this can still be quite slow for very large images. If time is important (the question doesn't specify this), the performance can be improved by using good initial estimations of the upper and lower bounds for bestWidth, e.g., by linearly interpolating the file size through the ratio of pixels to bytes.

After looking some more into the documentation I now see the single int constructor simply insert the same number to both width and height.
For now, I shrink the image way too much using the following:
using (var image = Image.Load(imageFile))
{
var proportion = (double)imageFile.Length / maxFileSize;
var maxWidth = (int)(image.Width / proportion);
var maxHeight = (int)(image.Height / proportion);
image.Mutate(x => x
.Resize(new ResizeOptions
{
Mode = ResizeMode.Max,
Size = new Size(maxWidth, maxHeight)
}));
// Save the Image
}
If anyone has better Idea I would love to hear it.
The goal is to have the image shrink to just under 10MB (as close as possible).

Related

Stitching Together Thousands Of Bitmaps

I have an List as such
List<Bitmap> imgList = new List<Bitmap>();>
i need to scroll through that list, very quickly and stitch all the images into one. Like so
using (Bitmap b = new Bitmap(imgList[0].Width, imgList[0].Height * imgList.Count, System.Drawing.Imaging.PixelFormat.Format24bppRgb))
{
using (Graphics g = Graphics.FromImage(b))
{
for (int i=0;i<imgList.Count;i++)
{
g.DrawImage(imgList[i], 0, i * imgList[i].Height);
}
}
b.Save(fileName, ImageFormat.Bmp);
}
imgList.Clear()
The problem that i'm running into is that the images are 2000 wide by 2 high, and there could be 30,000-100,000 images in the array. When I try to make a blank bitmap that size, it get a parameter not found error. Any help would be GREATLY appreciated.
The size of the block of memory you need is 2 x 100,000 x 20,000 x # bytes per pixel, which is going to be either 12,000,000,000 bytes for 24 bits per pixel and 16,000,000,000 bytes for 32 bits per pixel. So in other words ~12GB or ~16GB. A 32 bit address space is just too darn small for that amount of memory, so sucks to be you.
Or does it?
Since you want to create a file from this, you should be concerned with the file limits rather than your own memory limits. Lucky for you, the size of the integer type used for image dimensions in a BMP is 32 bit, which means that a 200,000 x 2,000 image is totally within those limits. So whether or not you can make that image in memory, you can make the file.
This involves you making your own version of a BMP encoder. It's not that bad - it's most writing a BMP header, a DIB header (110 bytes total) and then raw pixel data. Of course, once done you'll be hard-pressed to find code that will open it, but that's someone else's problem, right?

AForge ExhaustiveTemplateMatching works extremely slow

I am trying to find coordinates of one image inside of another using AForge framework:
ExhaustiveTemplateMatching tm = new ExhaustiveTemplateMatching();
TemplateMatch[] matchings = tm.ProcessImage(new Bitmap("image.png"), new Bitmap(#"template.png"));
int x_coordinate = matchings[0].Rectangle.X;
ProcessImages takes about 2 minutes to perform.
Image's size is about 1600x1000 pixels
Template's size is about 60x60 pixels
Does anyone know how to speed up that process?
As addition to the other answers, I would say that for your case:
Image's size is about 1600x1000 pixels Template's size is about 60x60 pixels
This framework is not the best fit. The thing you are trying to achieve is more search-image-in-other-image, than compare two images with different resolution (like "Search Google for this image" can be used).
About this so
called pyramid search.
it's true that the algorithm works way faster for bigger images. Actually the image-pyramid is based on template matching. If we take the most popular implementation (I found and used):
private static bool IsSearchedImageFound(this Bitmap template, Bitmap image)
{
const Int32 divisor = 4;
const Int32 epsilon = 10;
ExhaustiveTemplateMatching etm = new ExhaustiveTemplateMatching(0.90f);
TemplateMatch[] tm = etm.ProcessImage(
new ResizeNearestNeighbor(template.Width / divisor, template.Height / divisor).Apply(template),
new ResizeNearestNeighbor(image.Width / divisor, image.Height / divisor).Apply(image)
);
if (tm.Length == 1)
{
Rectangle tempRect = tm[0].Rectangle;
if (Math.Abs(image.Width / divisor - tempRect.Width) < epsilon
&&
Math.Abs(image.Height / divisor - tempRect.Height) < epsilon)
{
return true;
}
}
return false;
}
It should give you a picture close to this one:
As bottom line - try to use different approach. Maybe closer to Sikuli integration with .Net. Or you can try the accord .Net newer version of AForge.
If this is too much work, you can try to just extend your screenshot functionality with cropping of the page element that is required (Selenium example).
2 minutes seems too much for a recent CPU with the image a template sizes you are using. But there are a couple of ways to speed up the process. The first one is by using a smaller scale. This is called pyramid search. You can try to divide the image and template by 4 so that you will have an image of 400x250 and a template of 15x15 and match this smaller template. This will run way faster but it will be also less accurate. You can then use the interesting pixels found with the 15x15 template and search the corresponding pixels in the 1600x1000 image using the 60x60 template instead of searching in the whole image.
Depending on the template details you may try at an even lower scale (1/8) instead.
Another thing to know is that a bigger template will run faster. This is counter-intuitive but with a bigger template you will have less pixel to compare. So if possible try to use a bigger template. Sometimes this optimization is not possible if your template is already as big as it can be.

Checking to see if an image is Blank in C#

I've looked everywhere but there doesn't seem to be a standard (I could see) of how one would go about checking to see if an image is blank. In C#
I have a way of doing this, but would love to know what the correct way is of checking to see if an image is blank, so everyone could also know in the future.
I'm not going to copy paste a bunch of code in, if you want me to, it will be my pleasure, but I just first want to explain how i go about checking to see if an image is blank.
You take a .jpg image, Get the width of it. For example 500 pixels
Then you divide that by 2
giving you 250
Then you check what the colour of every pixel is in the location of (250 width, and i height) (where you iterate thought the hight of the image.
What this then do is only check the middle line of pixels of an image, vertically. It goes though all the pixels checking to see if the colour is anything Except white. I've done this so you wont have to search ALL 500*height of pixels and since you will almost always come across a colour in the middle of the page.
Its working... a bit slow...There must be a better way to do this? You can change it to search 2/3/4 lines vertically to increase your chance to spot a page that's not blank, but that will take even longer.
(Also note, using the size of the image to check if it contains something will not work in this case, since a page with two sentences on and a blank page's size is too close to one another)
After solution has been added.
Resources to help with the implementation and understanding of the solution.
Writing unsafe code - pointers in C
Using Pointers in C#
/unsafe (C# Compiler Options)
Bitmap.LockBits Method (Rectangle, ImageLockMode, PixelFormat)
(Note that on the first website, the stated Pizelformat is actually Pixelformat) - Small error i know, just mentioning, might cause some confusion to some.
After I implemented the method to speed up the pixel hunting, the speed didn't increase that much. So I would think I'm doing something wrong.
Old time = 15.63 for 40 images.
New time = 15.43 for 40 images
I saw with the great article DocMax quoted, that the code "locks" in a set of pixels. (or thats how i understood it)
So what I did is lock in the middle row of pixels of each page. Would that be the right move to do?
private int testPixels(String sourceDir)
{
//iterate through images
string[] fileEntries = Directory.GetFiles(sourceDir).Where(x => x.Contains("JPG")).ToArray();
var q = from string x in Directory.GetFiles(sourceDir)
where x.ToLower().EndsWith(".jpg")
select new FileInfo(x);
int holder = 1;
foreach (var z in q)
{
Bitmap mybm= Bitmap.FromFile(z.FullName) as Bitmap;
int blank = getPixelData2(mybm);
if (blank == 0)
{
holder = 0;
break;
}
}
return holder;
}
And then the class
private unsafe int getPixelData2(Bitmap bm)
{
BitmapData bmd = bm.LockBits(new System.Drawing.Rectangle((bm.Width / 2), 0, 1, bm.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bm.PixelFormat);
int blue;
int green;
int red;
int width = bmd.Width / 2;
for (int y = 0; y < bmd.Height; y++)
{
byte* row = (byte*)bmd.Scan0 + (y * bmd.Stride);
blue = row[width * 3];
green = row[width * 2];
red = row[width * 1];
// Console.WriteLine("Blue= " + blue + " Green= " + green + " Red= " + red);
//Check to see if there is some form of color
if ((blue != 255) || (green != 255) || (red != 255))
{
bm.Dispose();
return 1;
}
}
bm.Dispose();
return 0;
}
If you can tolerate the chance of getting it wrong, the approach seems fine; I have done something very similar in my case, although I always had a visual confirmation to deal with errors.
For the performance, the key open question is how you are getting the pixels to test. If you are using Bitmap.GetPixel, you are bound to have performance problems. (Search for "Bitmap.GetPixel slow" in Google to see lots of discussion.)
Far better performance will come from getting all the pixels at once and then looping over them. I personally like Bob Powell's LockBits discussion for clarity and completeness. With that approach, checking all of the pixels may well be reasonable depending on your performance needs.
If you're using System.Drawing.Bitmap you can speed up things up (substantially), by:
Not using GetPixel to access the pixels, use LockBits and UnlockBits to copy the image bitmap to regular memory. See the examples on the MSDN documentation for usage.
Not calling the Width, Height or Size properties in for loop. Call Size once, store the values in a local variable and use those in the loop.
Notes:
When using System.Drawing.Bitmap your image may be in device memory and accessing it may be time consuming.
I don't remember whether loading an image into a Bitmap already converts it to RGB format as other formats are more difficult to work with, but if that is not the case you can create an RGB Bitmap of the same size as your original image, get it's Graphic object (Graphics.FromImage) and use DrawImage to draw the original image in the RGB bitmap.
Edit: Beat to the punch by DocMax.
In any case for speed you can also try using alternative libraries such as the excellent FreeImage which includes C# wrappers.
Scale the image to 1x1 then check one pixel
new Bitmap(previousImage, new Size(1, 1));

Increase the resolution (dpi) of an image

I'm not sure how feasible this will be without some thirdparty libraries, but here goes:
I have an image, 450x900 in size, which im trying to print.
The problem is, the method I'm using to print is sending raw data to the printer.
The resolution of the image is 96dpix96dpi, the printer runs at 203dpi.
So... the image comes out small.
I need to increase the dpi of the image to print it at its 'real' size.
Bitmap b0 = LoadBitmap();
//I need to rotate it because for some odd reason it prints backwards and upside down.
b0.RotateFlip(RotateFlipType.Rotate180FlipX);
//Set a new resolution, 203dpi
b0.SetResolution(203, 203);
//I need to save and reload the bitmap, because RotateFlip compresses it.
//(annoying as hell, took me ages to figure out why it wasn't working.)
Stream imgStream = new MemoryStream();
b0.Save(imgStream, ImageFormat.Bmp);
b0 = new Bitmap(imgStream);
//get my byte array
ImageConverter converter = new ImageConverter();
byte[] imageData = (byte[])converter.ConvertTo(b0, typeof(byte[]));
So, fairly straight forward.
But SetResolution(...) doesn't actually seem to do anything.
The image prints exactly the same size, and the resultant byte array is exactly the same size.
So I'm trying to work out what it is actually doing.
But I guess it would need to pad out all the image data with extra pixels to do what I want it to?
If this isn't a practical method, is there a simple stretch method or similar I can use to get the desired effect?
Why not scale your image to be bigger:
System.Drawing.Bitmap b0 = LoadBitmap();
double scale = 203/96;
int width = (int)(b0.Width * scale);
int height = (int)(b0.Height * scale);
System.Drawing.Bitmap bmpScaled = new System.Drawing.Bitmap(b0,width, height);
You have to understand that simply changing resolution (dpi) of a bitmap does nothing to its pixel content. For bitmap "resolution" is only a metadata. What really matter is size in pixels.
So if you want your picture to be bigger in print you'll have to either change printer resolution or scale your image (for example, using Grzegorz's method).

Ensuring exported JPEG is less then maximum file size

I currently have an application which takes a screenshot of a presenter's desktop and then broadcasts it via a custom protocol to the viewers. In order for the images to be transfered quick enough to get a frame rate of 2 - 3 images per second, I need to ensure the image size is always less then ~ 300 KB.
I'm using C# for the presenter application, which encodes the screenshot into a JPEG via the process below. My concern is that the image quality can vary greatly when using a static compression setting. If I have the application capturing my screen, the images output will be ~200 KB when I have Visual Studio full screen, but if I minimize my screen and have my desktop background appearing, it will be ~400 KB.
I could put the encoding process into a loop, and continuously decrease the image size until the size of the byte array is less then 300 KB, but that seems like a tedious operation. Is there any other method I could use?
Thanks in advance.
// get the screenshot
System.Drawing.Rectangle totalSize = System.Drawing.Rectangle.Empty;
//foreach (Screen s in Screen.AllScreens)
totalSize = System.Drawing.Rectangle.Union(totalSize, Screen.PrimaryScreen.Bounds);
Bitmap screenShotBitmap = new Bitmap(totalSize.Width, totalSize.Height, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
screenShotBitmap.SetResolution(96, 96);
Graphics screenShotGraphics = Graphics.FromImage(screenShotBitmap);
screenShotGraphics.CopyFromScreen(totalSize.X, totalSize.Y,
0, 0, totalSize.Size, CopyPixelOperation.SourceCopy);
screenShotGraphics.Dispose();
// image codec information
ImageCodecInfo imageCodecInfo = GetEncoderInfo("image/jpeg");
// encoder settings
System.Drawing.Imaging.Encoder encoderQuality;
System.Drawing.Imaging.Encoder encoderColor;
encoderQuality = System.Drawing.Imaging.Encoder.Quality;
encoderColor = System.Drawing.Imaging.Encoder.ColorDepth;
// compression & quality for JPEG output
Int64 quality = 40L;
// storage for exported JPEG
byte[] screenShotByteArray;
// encoder parameters
EncoderParameter encoderQualityParameter = new EncoderParameter(encoderQuality, quality);
//EncoderParameter encoderColorParameter = new EncoderParameter(encoderColor, 8L);
// encoder parameters table
EncoderParameters encoderParameters = new EncoderParameters(1);
encoderParameters.Param[0] = encoderQualityParameter;
//encoderParameters.Param[1] = encoderColorParameter;
// get the code into a memory stream
MemoryStream screenShotMemoryStream = new MemoryStream();
screenShotBitmap.Save(screenShotMemoryStream, imageCodecInfo, encoderParameters);
// convert to a byte array
screenShotByteArray = screenShotMemoryStream.GetBuffer();
// close the memory stream
screenShotMemoryStream.Close();
If you're putting things into a loop, be careful to use something similar to binary search instead of just increasing/decreasing the quality parameter by a fixed amount until the desired size is reached.
EDIT: Explaining the binary search a bit. Take the hypothetical case of a picture that compresses to quality*10000 bytes, so the optimal quality setting would be 30. Now the naive approach would be to try some fixed quality setting (f.e. 80 which would give 800,000 bytes) and then decreasing by a certain amount until 300000 bytes are reached. If you f.e. decrease image quality by 5 in each steps, you'd try 12 quality settings with this method until you found the desired setting. A binary search would give a result faster, like this:
Quality Size Next step
80 800000 Too big, so quality := quality/2
40 400000 Too big, so quality := quality/2
20 200000 Too small, so quality := (40+20)/2
30 300000 Reached desired size
This gives the result after only 4 tries (or 3 depending on 200000 bytes being too small or just fine for you). As size doesn't have a linear relation to quality, this example is a bit unrealistic, but binary search should still give you better results than the naive approach.
You could also use some typical images for "training". Encode them using different quality settings (f.e. 100,90,...,20,10) and see how big they get relative to their original size. This might give a good first estimate in most cases although you will still have to adjust when encountering images with much more or less details in them.
Alternatively, have a look at JPEG2000 encoders, those have the option to set a filesize instead of quality.
EDIT: I don't know of JPEG2000 encoding libaries for C#, there only seem to be decoders floating around, so this could get more complicated than I thought at first. You might give CSJ2K a try, but the description doesn't sound like it's ready-to-use.

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