Saving Surface to Bitmap and optimizing DirectX screen capture in C# - c#

after a whole day of testing I came up with this code, which captures current screen using DirectX (SlimDX) and saves it into a file:
Device d;
public DxScreenCapture()
{
PresentParameters present_params = new PresentParameters();
present_params.Windowed = true;
present_params.SwapEffect = SwapEffect.Discard;
d = new Device(new Direct3D(), 0, DeviceType.Hardware, IntPtr.Zero, CreateFlags.SoftwareVertexProcessing, present_params);
}
public Surface CaptureScreen()
{
Surface s = Surface.CreateOffscreenPlain(d, Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height, Format.A8R8G8B8, Pool.Scratch);
d.GetFrontBufferData(0, s);
return s;
}
Then I do the following:
DxScreenCapture sc = new DxScreenCapture();
..code here
private void button1_Click(object sender, EventArgs e)
{
Stopwatch stopwatch = new Stopwatch();
// Begin timing
stopwatch.Start();
Surface s = sc.CaptureScreen();
Surface.ToFile(s, #"c:\temp\test.png", ImageFileFormat.Png);
s.Dispose();
stopwatch.Stop();
textBox1.Text = ("Elapsed:" + stopwatch.Elapsed.TotalMilliseconds);
}
The results are:
0. when I don't save surface: avg. elapsed time: 80-90ms
1. when I also save Surface to BMP file: format: ImageFileFormat.Bmp , avg. elapsed time: 120ms, file size: 7mb
2. when I also save Surface to PNG file: format: ImageFileFormat.Png , avg. elapsed time: 800ms, file size: 300kb
The questions are:
1. Is it possible to optimise current image capture? According to this article - Directx screen capture should be faster than GDI. For me, GDI usually takes 20ms to get a "Bitmap", whereas it takes 80ms to get "Surfare" using DX (both without saving).
http://www.codeproject.com/Articles/274461/Very-fast-screen-capture-using-DirectX-in-Csharp
2a. How to save Surface to PNG image format faster? When I save surface to 7mb BMP file it takes almost 6 times less time, than when I save the same surface to 300kb PNG file..
2b. Is it possible to save Surface directly to Bitmap so I don't have to create temporary files?
So I don't have to do following: Surface -> image file; image file open -> bitmap;, but instead: Surface -> bitmap
that's all for now. I'll gladly accept any tips, thanks!
Edit:
Just solved 2b by doing:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
Edit2:
Surface.ToFile(s, #"C:\temp\test.bmp", ImageFileFormat.Bmp);
Bitmap bitmap = new Bitmap(#"C:\temp\test.bmp");
is faster than:
Bitmap bitmap = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(s, SlimDX.Direct3D9.ImageFileFormat.Bmp));
by 100 ms!!! Yeah, I couldn't believe my eyes too ;) I don't like the idea of temporary file creation, but a 50% performance increase (100-200ms instead of 200-300+) is a very good thing.

If you don't want to use SlimDX library you can also try
public Bitmap GimmeBitmap(Surface s)
{
GraphicsStream gs = SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s);
return new Bitmap(gs);
}
and try the same for .png - I did not test performance but it have to be faster than using disc temporary file :)
and as for 1st question - try to only once create surface and then on every screenshot only put into it device's buffer data and create the bitmap
d.GetFrontBufferData(0, s);
return new Bitmap(SurfaceLoader.SaveToStream(ImageFileFormat.Bmp, s));
this should save you some time :)

If performance really is an issue, you should consider writing your code in C++ instead. Therefor you dont need an external library but can directly access the backend-buffer of your video card via Windows-API + DirectX.
Accessing the backend(-video)-buffer is a lot faster than reading from the frontend-buffer.
To optimize performance (which also awnsers your question 1) use multithreading (see TPL or threading depending on your needs).
Here is an inside of how to do it in C++ CodeProject examples in C++.
From my personal experience, DirectX was by far the fastest.
These steps
1. reading backend-buffer into a bitmap to process the data
2. spawning new thread to repeat step 1 while previous thread is still busy
take about 10-40ms (together) - implemented in C++ (on NVIDIA GeForce GTX 970M) and depending on the current workload of the hardware
Possible middle course
If you want to stick with C# but also need the performance, writing a C++-dll for .NET (see .NET Programming with C++/CLI (Visual C++)) which reads the video buffer and returns the data to your C#-Code will do the trick.

Related

Accord.Video.FFMPEG creates very low quality video

I use Accord.Video.FFMPEG to create a video of 200 images with the H264 codec. For some reason, the video is very poor quality. Its size is less than 1MB. When choosing VideoCodec.Raw, the quality is high, but I am not happy with the huge size.
I do something like this
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(video_name, 1920, 1080, 24, VideoCodec.H264);
for (int i = 0; i < 200; ++i)
{
var img_name_src = ...
using (Bitmap src_jpg = new Bitmap(img_name_src))
{
vFWriter.WriteVideoFrame(src_jpg);
}
}
vFWriter.Close();
}
When I run the program, messages appear:
[swscaler # 06c36d20] deprecated pixel format used, make sure you did set range correctly
[swscaler # 06e837a0] deprecated pixel format used, make sure you did set range correctly
[avi # 06c43980] Using AVStream.codec.time_base as a timebase hint to the muxer is deprecated. Set AVStream.time_base instead.
[avi # 06c43980] Using AVStream.codec to pass codec parameters to muxers is deprecated, use AVStream.codecpar instead.
I don’t know if they affect something.
It looks like 1 frame:
This is the frame from the video:
How to fix it?
Is there any other way in C# to create a video from individual frames?
Usually, video quality is down to the bitrate which can be changed with this overload:
writer.Open(fileName, width, height, frameRate, VideoCodec, BitRate);
In the millions, the video still has artifacts on high detail frames but is mostly fine. In the billions however, artifacts disappear entirely but file size sky rockets and playback speed is affected by retrieval times from the disk.
Try experimenting with different VideoCodecs, bitrates and file types (mp4, avi, webm etc) to find a suitable balance for your project.

Converting Image in c#

Edit: SOLVED! Please see my answer down below for details.
I was unable to find an answer to the original question but I found an alternate solution
This question may be asked somewhere else but I have been searching for days and can't find anything that helps.
Question: I need to convert "Stream" to "image(bgr, byte)" in one go, Is there a way/command to convert directly from System.Drawing.Image.FromStream to Emgu.CV.Image(Bgr, Byte) without converting from stream to image to bitmap to image(bgr, byte)?
Information: I'm coding in c# in Visual Studio 2010 as part of my dissertation project.
I am taking a image stream from an IP camera on a network and applying many algorithms to detect faces/extract facial features and recognise an individuals face. On my laptops local camera I can achieve FPS of about 25~ (give or take) including algorithms because I don't have to convert the image. For an IP camera stream I need to convert it many times to achieve the desired format and the result is around 5-8fps.
(I know my current method is extremely inefficient which is why I'm here, I'm actually converting an image 5 times total (even gray scaling too), actually only using half of my processors memory (i7, 8gb RAM)). It does have to be image(bgr, byte) as that is the only format the algorithms will function with.
The code I'm using to get the image:
//headers
using System.IO
using System.Threading;
using System.Net;
//request a connection
req = (HttpWebRequest)HttpWebRequest.Create(cameraUrl);
//gives chance for timeout for errors to occur or loss of connection
req.AllowWriteStreamBuffering = true;
req.Timeout = 20000;
//retrieve response (if successfull)
res = req.GetResponse();
//image returned
stream = res.GetResponseStream();
I have alot of stuff in the background managing connections, data, security etc which I have shortened to the above code.
My current code to covert the image to the desired output:
//Convert stream to image then to bitmap
Bitmap bmpImage = new Bitmap(System.Drawing.Image.FromStream(stream));
//Convert to emgu image (desired goal)
currentFrame = new Emgu.CV.Image<Bgr, Byte>(bmpImage);
//gray scale for other uses
gray = currentFrame.Convert<Gray, Byte>();
I understand there is a method to save an image locally temporarily but I would need to avoid that for security purposes. I'm looking more for a direct conversion to help save processing power.
Am I overlooking something? All help is appreciated.
Thanks for reading. (I will update this if anyone requests any more details)
-Dave
You've got a couple potential bottlenecks, not the least of which is that you're probably jpeg decoding the stream into an image and then converting that into a bitmap and then into an openCV image.
One way around this is to bypass the .NET imaging entirely. This would involve trying to use libjpeg directly. There's a free port of it here in C#, and IIRC you can hook into it to get called on a per-scanline basis to fill up a buffer.
The downside is that you're decoding JPEG data in managed code which will run at least 1.5X slower than equivalent the C, although quite frankly I would expect network speed to dwarf this immensely.
OpenCV should be able to read jpeg images directly (wanna guess what they use under the hood? Survey says: libjpeg), which means that you can buffer up the entire stream and hand it to OpenCV and bypass the .NET layer entirely.
I believe I found the answer to my problem. I have dabbled using Vano Maisuradze's idea of processing in memory which improved the fps a tiny margin (not immediately noticable without testing). And also thanks to Plinths answer I have a understanding of Multi-Threading and I can optimise this as I progress as I can split the algorithms up to work in parallel.
What I think is my cause is the networking speed! not the actual algorithm delay. As pointed out by Vano with the stopwatch to find the speed the algorithms didn't actually consume that much. So with and without the algorithms the speed is about the same if I optimise using threading so the next frame is being collected as the previous one finishes processing.
I did some testing on some physical Cisco routers and got the same result if a bit slower messing round with clock speeds and bandwidths which was noticeable. So I need to find out a way to retrieve frames over networks faster, Very big thank you to everyone who answered who helped me understand better!
Conclusion:
Multi-threading to optimise
Processing in memory instead of converting constantly
Better networking solutions (Higher bandwidth and speeds)
Edit: The code to retrieve an image and process in memory for anyone who finds this looking for help
public void getFrames(object sender, EventArgs e)
{//Gets a frame from the IP cam
//Replace "IPADDRESS", "USERNAME", "PASSWORD"
//with respective data for your camera
string sourceURL = "http://IPADDRESS/snapshot.cgi?user=USERNAME&pwd=PASSWORD";
//used to store the image retrieved in memory
byte[] buffer = new byte[640 * 480];
int read, total = 0;
//Send a request to the peripheral via HTTP
HttpWebRequest req = (HttpWebRequest)WebRequest.Create(sourceURL);
WebResponse resp = req.GetResponse();
//Get the image capture after recieving a request
//Note: just a screenshot not a steady stream
Stream stream = resp.GetResponseStream();
while ((read = stream.Read(buffer, total, 1000)) != 0)
{
total += read;
}//While End
//Convert memory (byte) to bitmap and store in a picturebox
pictureBox1.Image = (Bitmap)Bitmap.FromStream(new MemoryStream(buffer, 0, total));
}//getFrames End
private void button1_Click(object sender, EventArgs e)
{//Trigger an event to start running the function when possible
Application.Idle += new EventHandler(getFrames);
}//Button1_Click End
You can save several image in memory (buffer) and then start processing from buffer.
Something like this:
//Convert stream to image then to bitmap
Bitmap bmpImage = new Bitmap(System.Drawing.Image.FromStream(stream));
//Convert to emgu image (desired goal)
currentFrame = new Emgu.CV.Image<Bgr, Byte>(bmpImage);
//gray scale for later use
gray = currentFrame.Convert<Gray, Byte>();
SaveToBuffer(gray);
Queue<Emgu.CV.Image<Gray, Byte>> buffer = new Queue<Emgu.CV.Image<Gray, Byte>>();
bool canProcess = false;
// ...
private void SaveToBuffer(Emgu.CV.Image<Gray, Byte> img)
{
buffer.Enqueue(img);
canProcess = buffer.Count > 100;
}
private void Process()
{
if(canProcess)
{
buffer.Dequeue();
// Processing logic goes here...
}
else
{
// Buffer is still loading...
}
}
But note that you will need enough RAM to store images in memory and also you should adjust buffer size to meat your requirements.

High performing Bitmap Drawing solution in c#

I have a use case where I need to render a collage of bitmaps as a preview. The application is implemented as a MVC based REST service, and I have a fairly vanilla implementation:
using (var bitmap = new Bitmap((int)maxWidth, (int)maxHeight))
{
using (var graphic = Graphics.FromImage(bitmap))
{
graphic.InterpolationMode = InterpolationMode.HighQualityBicubic;
// now again for each mod
foreach (var mod in mods)
{
var frame = frames.First(f => f.Index == mod.FrameIndex);
var fileInfo = GetFileInfo(mod);
using (var modImage = Image.FromFile(fileInfo.FullName))
{
graphic.DrawImage(modImage, (int)frame.Left, (int)frame.Top);
}
}
bitmap.Save(previewFileName);
}
}
While this code works fine, it performs very poorly (especially with larger images). I am open to using third party libraries as well, I just need a faster performing solution.
Any help would be mostly appreciated.
Update
To clarify the use case, caching doesn't help. These images are uploaded by the customer, then they request a preview of the selected collage. It's the writing of the images to the collage that is slow.
I just now realized that you're drawing the modImages in their original size (because you're using the override that only takes a left and top coordinate). If that's what you want, you could as well just use the DrawImageUnscaled()-Method of the graphics class, that should be much faster:
var frame = frames.First(f => f.Index == mod.FrameIndex);
var fileInfo = GetFileInfo(mod);
using (var modImage = Image.FromFile(fileInfo.FullName))
{
graphic.DrawImageUnscaled(modImage, (int)frame.Left, (int)frame.Top);
}
How important is the image quality? If you need faster results, you should try InterpolationMode.NearestNeighbour, this should be much faster, but results will be rather low-quality.
HeighQualityBicubic (what you're currently using) produces best results, but at lowest performance.
If you have a static number of Thumbnails, similar to Netflix, I would create a Cache in memory that keeps the thumbnail bitmaps. This could even be a static object. Once you have generated the thumbnail, you never need to generate it again. It would be a cleaner approach than trying to find a faster hammer to hit it with every time.
Example :
if(MyThumbnailImageDictionary["whateverimageId"] != null)
return (Bitmap)MyThumbnailImageDictionary["whateverimageId"];
If the thumbnails are dynamic such as from a user uploading random pictures, then this method will not help as the size of the image cache will grow tremendous.
You can use the following code to generate a Thubnail, but I am not sure how much faster it would be :
Image image = Image.FromFile(fileName);
Image thumb = image.GetThumbnailImage(120, 120, ()=>false, IntPtr.Zero);

c# save a picture file to ram

I am developing a program for image processing, and I need to save some pictures from a video and do some processing on them.
When dealing with 1 picture it doesn't really take time,
But when I'm dealing with 100 pictures it makes difference
I'm saving the files to my hard disk, and that's why it takes time
the thing is, the function I'm using is a ready made function and it only accepts (file name)
the function is really complicated so i cannot build my own function ( if that's what you are thinking )
I'm thinking of 2 things right now and would like to have your opinions about them:
change the input of the function, but how ? is there a way to change this input from a ( file name ) to an array which holds these pictures ?
save the file to ram. but how to save files to ram by names, and be able to use them as ( file name ) in the function ?
I appreciate your help , thanks so much
this is my code but i still have problems:
Capture video = new Capture("c:\\5.avi");
Image<Bgr, Byte> Imageframe ;
Dictionary<string, MemoryStream> dict = new Dictionary<string, MemoryStream>();
Imageframe = video.QueryFrame();
Bitmap bmp = Imageframe.ToBitmap();
dict.Add("mypicture.png", new MemoryStream());
bmp.Save(dict["mypicture.png"],imageformat.png);
its saying imageformat does not exist in the context
and this is the function im using :
Image<Bgr, byte> result;
result = DrawMatches.Draw("box.png", "box_in_scene.png", out matchTime,i);
You could save to RAM (in the loosest of senses) using a MemoryStream. If you wanted to name them you could use a Dictionary<string,MemoryStream>, such as:
Dictionary<string,MemoryStream> dict = new Dictionary<string,MemoryStream>();
dict.Add("mypicture.png",new MemoryStream());
image.Save(dict["mypicture.png"]);
However you'll need to write cleanup code for these streams and this doesn't take into account that eventually you could use up all the physical RAM and then start going into the paging file, which is disk based anyhow.
As an aside, if this is on a server you control and you're not releasing this software to end users you could get a RAM disk drive (plenty around just Google) that uses physical RAM as an actual disk available to Windows. Then you could just load/save to that.
Very very rough EmguCv variant:
// Global dictionary of memory streams
Dictionary<string,MemoryStream> dict = new Dictionary<string,MemoryStream>();
// Add image memory stream to dictionary
dict.Add("mypicture.png",new MemoryStream());
// Get bitmap from EmguCv
Bitmap bmp = image.ToBitmap();
// Save bitmap to image memory stream
bmp.Save(dict["mypicture.png"],ImageFormat.Png);
// Get bitmap from memory stream
dict["mypicture.png"].Seek(0,SeekOrigin.Begin);
Bitmap new_bmp = Image.FromStream(dict["mypicture.png"]);
// Convert bitmap to EmguCv image
Image<Bgr,Byte> new_img = new Image<Bgr,Byte>(new_bmp);
Try to use MemoryStream for work with memmory like with file,
and try to save files on harddisk by thread
I understand you are using a DLL you dont have the source for.
You might be able to load it into a reflector, and modify it to take the image as an argument instead of the file name.
I used Red Gate's reflector in the past and it worked for me: http://www.reflector.net/

OutOfMemory Exception when loading lots of Images from Isolated storage

EDIT: I keep getting OutOfMemoryException was unhandled,
I think it's how I am saving the image to isolated storage ,I think this is where I can solve my problem how do I reduce the size of the image before I save it? (added code where I save Image)
I am opening images from Isolated storage sometimes over 100 images and I want to loop over them images but I get a OutOfMemory Exception when there is around 100 to 150 images loaded in to a storyboard. How can I handle this exception, I have already brought down the resolution of the images. How can I handle this exception and stop my app from crashing?
I get the exception at this line here
image.SetSource(isStoreTwo.OpenFile(projectFolder + "\\MyImage" + i + ".jpg", FileMode.Open, FileAccess.Read));//images from isolated storage
here's my code
private void OnLoaded(object sender, RoutedEventArgs e)
{
IsolatedStorageFile isStoreTwo = IsolatedStorageFile.GetUserStoreForApplication();
try
{
storyboard = new Storyboard
{
//RepeatBehavior = RepeatBehavior.Forever
};
var animation = new ObjectAnimationUsingKeyFrames();
Storyboard.SetTarget(animation, projectImage);
Storyboard.SetTargetProperty(animation, new PropertyPath("Source"));
storyboard.Children.Add(animation);
for (int i = 1; i <= savedCounter; i++)
{
BitmapImage image = new BitmapImage();
image.SetSource(isStoreTwo.OpenFile(projectFolder + "\\MyImage" + i + ".jpg", FileMode.Open, FileAccess.Read));//images from isolated storage
var keyframe = new DiscreteObjectKeyFrame
{
KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(100 * i)),
Value = image
};
animation.KeyFrames.Add(keyframe);
}
}
catch (OutOfMemoryException exc)
{
//throw;
}
Resources.Add("ProjectStoryBoard", storyboard);
storyboard.Begin();
}
EDIT This is how I am saving the image to Isolated storage, I think this is where I can solve my problem, How do I reduce the size of the image when saving it to isolated storage?
void cam_CaptureImageAvailable(object sender, Microsoft.Devices.ContentReadyEventArgs e)
{
string fileName = folderName+"\\MyImage" + savedCounter + ".jpg";
try
{
// Save picture to the library camera roll.
//library.SavePictureToCameraRoll(fileName, e.ImageStream);
// Set the position of the stream back to start
e.ImageStream.Seek(0, SeekOrigin.Begin);
// Save picture as JPEG to isolated storage.
using (IsolatedStorageFile isStore = IsolatedStorageFile.GetUserStoreForApplication())
{
using (IsolatedStorageFileStream targetStream = isStore.OpenFile(fileName, FileMode.Create, FileAccess.Write))
{
// Initialize the buffer for 4KB disk pages.
byte[] readBuffer = new byte[4096];
int bytesRead = -1;
// Copy the image to isolated storage.
while ((bytesRead = e.ImageStream.Read(readBuffer, 0, readBuffer.Length)) > 0)
{
targetStream.Write(readBuffer, 0, bytesRead);
}
}
}
}
finally
{
// Close image stream
e.ImageStream.Close();
}
}
I would appreciate if you could help me thanks.
It doesn't matter how large your images are on disk because when you load them into memory they're going to be uncompressed. The memory required for the image will be approximately (stride * height). stride is width * bitsPerPixel)/8, and then rounded up to the next multiple of 4 bytes. So an image that's 1024x768 and 24 bits per pixel will take up about 2.25 MB.
You should figure out how large your images are, uncompressed, and use that number to determine the memory requirements.
You are getting the OutOfMemory Exception because you are storing all the images in memory at the same time in order to create your StoryBoard. I don't think you will be able to overcome the uncompressed bitmap size that the images require to be displayed on screen.
So to get past this we must think about your goal rather than trying to fix the error. If your goal is to show a new image in sequence every X ms then you have a few options.
Keep using StoryBoards but chain them using the OnCompleted event. This way you don't have to create them all at once but can just generate the next few. It might not be fast enough though if you're changing images every 100ms.
Use CompositionTarget.Rendering as mentioned in my answer here. This would probably take the least amount of memory if you just preload the next one (as opposed to having them all preloaded as your current solution does). You'd need to manually check the elapsed time though.
Rethink what you're doing. If you state what you are going after people might have more alternatives.
To answer the edit at the top of your post, try ImageResizer. There's a NuGet package, and a HanselBlog episode on it. Obviously , this is Asp.Net based, but I'm sure you could butcher it to work in your scenario.
Tackling these kind of problems at design layer usually works better.
Making application smart about the running environment via some configurations makes your application more robust. For example you can define some variables like image size, image count, image quality... based on available memory and set these variables at run-time in your App. So your application always works; fast on high memory machines and slow on low memory ones; but never crash. (Don't believe working in managed environment means no worry about the environment... Design always matters)
Also there are some known design patterns like Lazy Loading you can benefit from.
I don't know about windows phone in particular, but in .net winforms, you need to use a separate thread when doing a long-running task. Are you using a BackgroundWorker or equivalent? The finalizer thread can become blocked, which will prevent the resources for the images from being disposed. Using a separate thread from the UI thread will allow will allow the Dispose method to be run automatically.
Ok, an image (1024x768) has at least a memsize of 3 mb (argb)
Don't know how ObjectAnimationUsingKeyFrames works internal. Maybe you can force the gc by destroying the instances of BitmapImage (and KeyFrames) without loss of its data in the animation.
(not possible, see comments!)
Based on one of your comments, you are building a Time Lapse app. Commercial time-lapse apps for WP7 compress the images to video, not stills. e.g. Time Lapse Pro
The whole point of video playback is to reduce similar, or time-related, images to highly compressed stream that do not require massive amounts of memory to play back.
If you can add the ability to encode to video, in your app, you will avoid the problem of trying to emulate a video player (using 100s of single full-resolution frames as a flick-book).
Processing the images into video server-side may be another option (but not as friendly as in-camera).

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