简体   繁体   中英

How to speed up this calculation

Given two ARGB colors represented as integers, 8 bit/channel (alpha, red, green, blue), I need to compute a value that represents a sort of distance (also integer) between them.

So the formula for the distance is: Delta=|R1-R2|+|G1-G2|+|B1-B2| where Rx, Gx and Bx are the values of the channles of color 1 and 2. Alpha channel is always ignored.

I need to speed up this calculation because is done a lot of times on a slow machine. What is the 'geekies' way to calculate this on a single thread given the two integers.

My best so far is but I guess this can be improved further:

    //Used for color conversion from/to int
    private const int ChannelMask = 0xFF;
    private const int GreenShift = 8;
    private const int RedShift = 16;

    public int ComputeColorDelta(int color1, int color2)
    {
        int rDelta = Math.Abs(((color1 >> RedShift) & ChannelMask) - ((color2 >> RedShift) & ChannelMask));
        int gDelta = Math.Abs(((color1 >> GreenShift) & ChannelMask) - ((color2 >> GreenShift) & ChannelMask));
        int bDelta = Math.Abs((color1 & ChannelMask) - (color2 & ChannelMask));

        return rDelta + gDelta + bDelta;
    }

Long Answer:

How many is "a lot"

I have a fast machine I guess, but I wrote this little script:

 public static void Main() {
            var s = Stopwatch.StartNew();
            Random r = new Random();
            for (int i = 0; i < 100000000; i++) {
                int compute = ComputeColorDelta(r.Next(255), r.Next(255));
            }
            Console.WriteLine(s.ElapsedMilliseconds);
            Console.ReadLine();
        }

And the output is: 6878

So 7 seconds for 100 million times seems pretty good.

We can definitely speed this up though. I changed your function to look like this:

public static int ComputeColorDelta(int color1, int color2) {
  return 1;
}

With that change, the output was: 5546. So, we managed to get a 1 second performance gain over 100 million iterations by returning a constant. ;)

Short answer: this function is not your bottleneck. :)

I'm trying to let runtime to make calculation for me.

First of all I define struct with explicit field offset

[StructLayout(LayoutKind.Explicit)]
public struct Color
{
    [FieldOffset(0)] public int Raw;
    [FieldOffset(0)] public byte Blue;
    [FieldOffset(8)] public byte Green;
    [FieldOffset(16)] public byte Red;
    [FieldOffset(24)] public byte Alpha;
}

the calculation function will be:

public int ComputeColorDeltaOptimized(Color color1, Color color2)
{
    int rDelta = Math.Abs(color1.Red - color2.Red);
    int gDelta = Math.Abs(color1.Green - color2.Green);
    int bDelta = Math.Abs(color1.Blue - color2.Blue);

    return rDelta + gDelta + bDelta;
}

And the usage

public void FactMethodName2()
{
    var s = Stopwatch.StartNew();
    var color1 = new Color(); // This is a structs, so I can define they out of loop and gain some performance
    var color2 = new Color(); 
    for (int i = 0; i < 100000000; i++)
    {
        color1.Raw = i;
        color2.Raw = 100000000 - i;
        int compute = ComputeColorDeltaOptimized(color1, color2);
    }
    Console.WriteLine(s.ElapsedMilliseconds); //5393 vs 7472 of original 
    Console.ReadLine();
}

One idea would be to use the same code you already have, but in a different order: apply the mask, take the difference, then shift.

Another modification that might help is to inline this function: that is, instead of calling it for each pair of colors, just compute the difference directly, inside whatever loop executes this code. I assume it is inside a tight loop, because otherwise its cost would be negligible.

Lastly, since you're probably getting image pixel data, you'd save a lot by going the unsafe route: make your bitmaps like this EditableBitmap , then grab the byte* and read the image data out of it.

You can do this in order to reduce the AND operations:

public int ComputeColorDelta(int color1, int color2)
{
    int rDelta = Math.Abs((((color1  >> RedShift) - (color2  >> RedShift))) & ChannelMask)));
    // same for other color channels

    return rDelta + gDelta + bDelta;
}

not much but something...

The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM