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Mobile Image Processing at Velocity SC, 2015

Mobile Image Processing at Velocity SC, 2015

Loading images isn’t as simple as you think. We often discuss image weight and download time, but mobile devices deal with many other challenges, such as decode times in underpowered CPUs, limited CPU/GPU transfers, and memory consumption. In this talk we’ll explain those limitations, their impact, and how you can best handle them on your own site.

Presented at Velocity SC 2015 in Santa Clara, CA on May 29, 2015.

Tim Kadlec

May 29, 2015
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  1. MOBILE IMAGE
    PROCESSING
    https://flic.kr/p/qRJKUz
    Tim Kadlec | @tkadlec

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  2. https://flic.kr/p/aShfSP

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  3. View Slide

  4. https://flic.kr/p/oPn6ZV

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  5. View Slide

  6. 10%
    of photos ever
    2012
    Source: http://time.com/3445111/#1

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  7. Source: http://time.com/3445111/#1
    1839 2012
    2011
    172 years, 90%

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  8. Source: http://time.com/3445111/#1
    1839 2012
    2011
    1 year, 10%

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  9. billion photos
    PER DAY
    Source: http://www.kpcb.com/internet-trends
    1.8

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  10. Source: May 1st run of http://httparchive.org
    789kb
    Everything else
    1310kb
    Images

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  11. Source: May 1st run of http://httparchive.org
    36.5%
    Everything else
    62.4%
    Images

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  12. View Slide

  13. View Slide

  14. 360px x 202px

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  15. 1280px x 520px

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  16. Request Decode Copy to GPU Display

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  17. Request Copy to GPU Display
    Decode

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  18. 1280px x 520px

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  19. Source: May 1st run of http://httparchive.org
    46%
    JPG
    29%
    PNG
    23%
    GIF
    2%
    Other

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  20. RGB to YUV
    Chroma
    Subsampling
    DCT /
    Quantization
    Huffman
    Encoding

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  21. RGB to YUV
    Chroma
    Subsampling
    DCT /
    Quantization
    Huffman
    Encoding

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  22. RGB to YUV
    Chroma
    Subsampling
    DCT /
    Quantization
    Huffman
    Encoding

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  23. RGB to YUV
    Chroma
    Subsampling
    DCT /
    Quantization
    Huffman
    Encoding

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  24. RGB to YUV
    Chroma
    Subsampling
    DCT /
    Quantization
    Huffman
    Encoding

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  25. YUV to RGB
    Chroma
    Upsampling
    iDCT /
    Dequantization
    Huffman
    Decoding

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  26. View Slide

  27. View Slide

  28. View Slide

  29. View Slide

  30. View Slide

  31. View Slide

  32. View Slide

  33. View Slide

  34. View Slide

  35. Resized: 7.86ms

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  36. Resized: 7.86ms
    Double: 26.34ms

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  37. Resized: 7.86ms
    Double: 26.34ms
    Large: 266.49ms

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  38. Resized: 7.86ms
    Double: +235.1%
    Large: +3291.7%

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  39. View Slide

  40. 2GB RAM
    Quad-core 1.5 GHz Krait CPU
    Adreno 320 GPU

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  41. Resized: 30.38ms

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  42. Resized: 30.38ms
    Double: 102.77ms

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  43. Resized: 30.38ms
    Double: 102.77ms
    Large (6x): 1,534.99ms

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  44. Resized: 30.38ms
    Double: +238.3%
    Large (6x): +4952.6%

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  45. View Slide

  46. RESIZE IMAGES

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  47. RESIZE IMAGES

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  48. Request Display
    Decode Copy to GPU

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  49. Request Copy to GPU Display
    Store in memory
    Decode

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  51. R: 65
    G: 47
    B: 35
    A: 1
    R: 26
    G: 26
    B: 29
    A: 1
    R: 30
    G: 29
    B: 32
    A: 1

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  52. W x H x 4

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  53. 1280px x 520px

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  54. 1280 x 520 x 4

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  55. 1280 x 520 x 4
    2,662,400

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  56. 2.54 MB
    1280 x 520 x 4

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  57. View Slide

  58. View Slide

  59. “…25% of new Android phones
    have only 512MB of RAM.”
    Jen Fitzpatrick
    VP of product management for Google Maps

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  60. 360 x 202 x 4

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  61. 360 x 202 x 4
    290,880

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  62. - 290,880
    2,662,400
    2,371,520

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  63. 2.26 MB

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  64. 270px x 936px
    987 kb

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  65. RESIZE IMAGES

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  66. 600px x 600px 200px x 200px

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  67. 550px x 550px 150px x 150px

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  68. (600 x 600 - 550 x 550) x 4 =
    230,000 wasted bytes

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  69. (200 x 200 - 150 x 150) x 4 =
    70,000 wasted bytes
    230,000 wasted bytes

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  70. 70,000 wasted bytes
    230,000 wasted bytes

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  71. 700px 1200px
    200px

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  72. 1200px
    200px 700px

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  73. MEMORY
    BATTERY
    LIFE OF DEVICE
    CPU/GPU OVERHEAD

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  74. View Slide

  75. iDCT /
    Dequantization
    Huffman
    Decoding
    Chroma
    Upsampling
    YUV to RGB

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  76. View Slide

  77. Luma
    (light)
    Chroma
    (color)

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  78. Y
    CB
    CR

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  79. Chroma
    Subsampling

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  80. J : a : b

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  81. View Slide

  82. 4 : a : b

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  83. View Slide

  84. View Slide

  85. View Slide

  86. 4 : 4 : 4

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  87. 4

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  88. 4
    4

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  89. 4
    4
    4
    8 total

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  90. View Slide

  91. View Slide

  92. View Slide

  93. 4 : 2 : 2

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  94. 4

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  95. 4
    2

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  96. 2
    2
    4
    4 total
    (50% savings)

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  97. View Slide

  98. View Slide

  99. View Slide

  100. View Slide

  101. 4 : 1 : 1

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  102. 4

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  103. 4
    1

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  104. 4
    1
    1
    2 total
    (75% savings)

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  105. View Slide

  106. View Slide

  107. View Slide

  108. View Slide

  109. 4 : 2 : 0

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  110. 4

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  111. 4
    2

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  112. 4
    2
    0
    2 total
    (75% savings)

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  113. View Slide

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  115. View Slide

  116. View Slide

  117. Request Decode Copy to GPU Display

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  118. Request Decode Copy to GPU Display
    Decode

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  119. (W x H x 3)
    -
    (W x H x
    SUBSAMPLE_LEVEL x 2)

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  120. RGBA 2,662,400
    4:4:4 1,996,800
    4:2:2 1,331,200
    4:2:0 998,400
    1280px x 520px

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  121. 62.5%
    memory savings
    4:2:0
    Source: http://time.com/3445111/#1

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  126. > 26MB

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  127. Browser OS

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  128. Browser OS
    Psst….need
    some memory?

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  129. Browser OS
    Yeah, I’ll take
    some of that.

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  130. iDCT /
    Dequantization
    Huffman
    Decoding
    Chroma
    Upsampling
    YUV to RGB

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  131. View Slide

  132. content=“width=device-width,
    minimum-scale=1.0”
    />

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  133. View Slide

  134. Resized: 30.38ms

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  135. Resized: 5.62ms

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  136. Resized: 5.62ms
    Double: 102.77ms

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  137. Resized: 5.62ms
    Double: 27.74ms

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  138. Resized: 5.62ms
    Double: 27.74ms
    Large (6x): 1534.99ms

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  139. Resized: 5.62ms
    Double: 27.74ms
    Large (6x): 462.11ms

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  140. Resized: 5.62ms
    Double: +393.6%
    Large (6x): +8122.6%

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  141. MICRO-OPTIMIZATIONS?

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  142. “…as bandwidth grows, and as
    processing power grows, and as
    browsers get better we just keep
    filling everything up. ”
    Jeff Veen

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  143. NETWORK
    MEMORY
    BATTERY
    LIFE OF DEVICE
    CPU/GPU OVERHEAD

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  144. RESIZE IMAGES
    1

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  145. RESIZE IMAGES
    1
    2 SMALL BREAKPOINTS FOR
    LARGE IMAGES

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  146. RESIZE IMAGES
    1
    2
    META VIEWPORT IS YOUR FRIEND
    3
    SMALL BREAKPOINTS FOR
    LARGE IMAGES

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  147. RESIZE IMAGES
    1
    2
    META VIEWPORT IS YOUR FRIEND
    3
    USE 4:2:0 SUBSAMPLING
    4
    SMALL BREAKPOINTS FOR
    LARGE IMAGES

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  148. THANK YOU
    Tim Kadlec | @tkadlec

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