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Memory efficient image storage #482
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we could look at making our own custom implementation for images. the problem is, if we want to load an entire 8 bit RGBA image into an array, then it fundanentally requires a certain amount of memory. the thing is, arrays are just so much damn faster than, say, a quad tree. using a quad tree will almost certainly significantly impact the performance. an alternative would be to pre-compute everything that uses the image, serialize that to disk, and so long as the hash of the image never changes, continue to use that. |
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Additional overhead would likely be negligble relative to the procedural alternatives, the granularity of quadtrees can be tailored such that leaves are larger 2D arrays (say Reduced memory would be preferable to reduced processing overhead as well as maps are likely to be pregenerated and or mostly generated anyway, and so a lot of decompressed image memory will never be used after a certain point in a world's lifecycle, these things would also be addressed by the available load on use cache options in combination with stitched bitmap support |
perhaps instead something with RLE or something might be better for RLE, basically just:
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also, rather than "load on use", what could possibly be done is that we take the image & split it up into tiles of, say, 512x512, then serialize all the tiles to disk. then, we just have a cache that loads the tiles from disk & caches them, evicting them from the cache if they haven't been used for, say, 30 minutes. (or alternatively could just use a this way it doesn't require users to manually split their images into tiles & instead does it automatically. |
That's roughly already supported https://github.com/PolyhedralDev/Terra/blob/master/common/addons/library-image/src/main/java/com/dfsek/terra/addons/image/config/image/ImageCache.java |
Currently the
library-image
addon makes use of aBufferedImage
wrapper to manage images. This works fine for relatively small images but has issues for very large images that on disk may be very small, but when stored in memory viaBufferedImage
get decompressed.Support post by discord user @ patrick_vip https://discord.com/channels/715448651786485780/1307781629221273700 - Using
STITCHED_BITMAP
with cumulative image size approximately 10 MB, total dimensions are approximately 42k x 53k, in-memory consumption rises to more than 6 GB resulting in OOM most likely due toBufferedImage
storing every individual pixel. Consumption according to thread dump analysis:There is opportunity for more efficient in-memory storage for these particular images, where there are very large dimensions, but little variance in colours on a pixel-by-pixel basis. One notable optimization could be storing pixel data in a quadtree such that large regions of the same colour (common in these kinds of images) can be efficiently stored. Such optimizations would be inefficient for gradient-noise-like images (e.g. heightmaps) so this would likely be a user-specified optimization. Other ideas include vector support (SVGs should currently work but will still get loaded into a
BufferedImage
).The text was updated successfully, but these errors were encountered: