Android YUV to grayscale performance optimization












0















I'm trying to convert an YUV image to grayscale, so basically I just need the Y values.
To do so I wrote this little piece of code (with frame being the YUV image):



imageConversionTime = System.currentTimeMillis();
size = frame.getSize();

byte nv21ByteArray = frame.getImage();

int lol;

for (int i = 0; i < size.width; i++) {
for (int j = 0; j < size.height; j++) {
lol = size.width*j + i;
yMatrix.put(j, i, nv21ByteArray[lol]);
}
}

bitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
Utils.matToBitmap(yMatrix, bitmap);


imageConversionTime = System.currentTimeMillis() - imageConversionTime;


However, this takes about 13500 ms. I need it to be A LOT faster (on my computer it takes 8.5 ms in python) (I work on a Motorola Moto E 4G 2nd generation, not super powerful but it should be enough for converting images right?).



Any suggestions?



Thanks in advance.










share|improve this question























  • Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

    – Morrison Chang
    Nov 27 '18 at 21:24













  • I will have a look at OpenGL. Thank you for your answer.

    – Anton
    Nov 28 '18 at 15:39
















0















I'm trying to convert an YUV image to grayscale, so basically I just need the Y values.
To do so I wrote this little piece of code (with frame being the YUV image):



imageConversionTime = System.currentTimeMillis();
size = frame.getSize();

byte nv21ByteArray = frame.getImage();

int lol;

for (int i = 0; i < size.width; i++) {
for (int j = 0; j < size.height; j++) {
lol = size.width*j + i;
yMatrix.put(j, i, nv21ByteArray[lol]);
}
}

bitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
Utils.matToBitmap(yMatrix, bitmap);


imageConversionTime = System.currentTimeMillis() - imageConversionTime;


However, this takes about 13500 ms. I need it to be A LOT faster (on my computer it takes 8.5 ms in python) (I work on a Motorola Moto E 4G 2nd generation, not super powerful but it should be enough for converting images right?).



Any suggestions?



Thanks in advance.










share|improve this question























  • Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

    – Morrison Chang
    Nov 27 '18 at 21:24













  • I will have a look at OpenGL. Thank you for your answer.

    – Anton
    Nov 28 '18 at 15:39














0












0








0








I'm trying to convert an YUV image to grayscale, so basically I just need the Y values.
To do so I wrote this little piece of code (with frame being the YUV image):



imageConversionTime = System.currentTimeMillis();
size = frame.getSize();

byte nv21ByteArray = frame.getImage();

int lol;

for (int i = 0; i < size.width; i++) {
for (int j = 0; j < size.height; j++) {
lol = size.width*j + i;
yMatrix.put(j, i, nv21ByteArray[lol]);
}
}

bitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
Utils.matToBitmap(yMatrix, bitmap);


imageConversionTime = System.currentTimeMillis() - imageConversionTime;


However, this takes about 13500 ms. I need it to be A LOT faster (on my computer it takes 8.5 ms in python) (I work on a Motorola Moto E 4G 2nd generation, not super powerful but it should be enough for converting images right?).



Any suggestions?



Thanks in advance.










share|improve this question














I'm trying to convert an YUV image to grayscale, so basically I just need the Y values.
To do so I wrote this little piece of code (with frame being the YUV image):



imageConversionTime = System.currentTimeMillis();
size = frame.getSize();

byte nv21ByteArray = frame.getImage();

int lol;

for (int i = 0; i < size.width; i++) {
for (int j = 0; j < size.height; j++) {
lol = size.width*j + i;
yMatrix.put(j, i, nv21ByteArray[lol]);
}
}

bitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
Utils.matToBitmap(yMatrix, bitmap);


imageConversionTime = System.currentTimeMillis() - imageConversionTime;


However, this takes about 13500 ms. I need it to be A LOT faster (on my computer it takes 8.5 ms in python) (I work on a Motorola Moto E 4G 2nd generation, not super powerful but it should be enough for converting images right?).



Any suggestions?



Thanks in advance.







android performance image-processing optimization






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 27 '18 at 20:56









AntonAnton

197




197













  • Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

    – Morrison Chang
    Nov 27 '18 at 21:24













  • I will have a look at OpenGL. Thank you for your answer.

    – Anton
    Nov 28 '18 at 15:39



















  • Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

    – Morrison Chang
    Nov 27 '18 at 21:24













  • I will have a look at OpenGL. Thank you for your answer.

    – Anton
    Nov 28 '18 at 15:39

















Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

– Morrison Chang
Nov 27 '18 at 21:24







Unless you want to dive into OpenGL shaders, take a look at Android RenderScript as the sample (RGB to greyscale RGB) is similar to what you want to do. Does require some familiarity with C as RenderScript is C99.

– Morrison Chang
Nov 27 '18 at 21:24















I will have a look at OpenGL. Thank you for your answer.

– Anton
Nov 28 '18 at 15:39





I will have a look at OpenGL. Thank you for your answer.

– Anton
Nov 28 '18 at 15:39












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First of all I would assign size.width and size.height to a variable. I don't think the compiler will optimize this by default, but I am not sure about this.



Furthermore Create a byte representing the result instead of using a Matrix.
Then you could do something like this:



int grayScalePixels = new int[size.width * size.height];
int cntPixels = 0;


In your inner loop set



grayScalePixels[cntPixels] = nv21ByteArray[lol];
cntPixels++;


To get your final image do the following:



Bitmap grayScaleBitmap = Bitmap.createBitmap(grayScalePixels, size.width, size.height, Bitmap.Config.ARGB_8888);


Hope it works properly (I have not tested it, however at least the shown principle should be applicable -> relying on a byte instead of Matrix)






share|improve this answer























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    0














    First of all I would assign size.width and size.height to a variable. I don't think the compiler will optimize this by default, but I am not sure about this.



    Furthermore Create a byte representing the result instead of using a Matrix.
    Then you could do something like this:



    int grayScalePixels = new int[size.width * size.height];
    int cntPixels = 0;


    In your inner loop set



    grayScalePixels[cntPixels] = nv21ByteArray[lol];
    cntPixels++;


    To get your final image do the following:



    Bitmap grayScaleBitmap = Bitmap.createBitmap(grayScalePixels, size.width, size.height, Bitmap.Config.ARGB_8888);


    Hope it works properly (I have not tested it, however at least the shown principle should be applicable -> relying on a byte instead of Matrix)






    share|improve this answer




























      0














      First of all I would assign size.width and size.height to a variable. I don't think the compiler will optimize this by default, but I am not sure about this.



      Furthermore Create a byte representing the result instead of using a Matrix.
      Then you could do something like this:



      int grayScalePixels = new int[size.width * size.height];
      int cntPixels = 0;


      In your inner loop set



      grayScalePixels[cntPixels] = nv21ByteArray[lol];
      cntPixels++;


      To get your final image do the following:



      Bitmap grayScaleBitmap = Bitmap.createBitmap(grayScalePixels, size.width, size.height, Bitmap.Config.ARGB_8888);


      Hope it works properly (I have not tested it, however at least the shown principle should be applicable -> relying on a byte instead of Matrix)






      share|improve this answer


























        0












        0








        0







        First of all I would assign size.width and size.height to a variable. I don't think the compiler will optimize this by default, but I am not sure about this.



        Furthermore Create a byte representing the result instead of using a Matrix.
        Then you could do something like this:



        int grayScalePixels = new int[size.width * size.height];
        int cntPixels = 0;


        In your inner loop set



        grayScalePixels[cntPixels] = nv21ByteArray[lol];
        cntPixels++;


        To get your final image do the following:



        Bitmap grayScaleBitmap = Bitmap.createBitmap(grayScalePixels, size.width, size.height, Bitmap.Config.ARGB_8888);


        Hope it works properly (I have not tested it, however at least the shown principle should be applicable -> relying on a byte instead of Matrix)






        share|improve this answer













        First of all I would assign size.width and size.height to a variable. I don't think the compiler will optimize this by default, but I am not sure about this.



        Furthermore Create a byte representing the result instead of using a Matrix.
        Then you could do something like this:



        int grayScalePixels = new int[size.width * size.height];
        int cntPixels = 0;


        In your inner loop set



        grayScalePixels[cntPixels] = nv21ByteArray[lol];
        cntPixels++;


        To get your final image do the following:



        Bitmap grayScaleBitmap = Bitmap.createBitmap(grayScalePixels, size.width, size.height, Bitmap.Config.ARGB_8888);


        Hope it works properly (I have not tested it, however at least the shown principle should be applicable -> relying on a byte instead of Matrix)







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 27 '18 at 21:53









        Rene FerrariRene Ferrari

        1,5962821




        1,5962821
































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