Re: [Gimp-developer] the indexed mode implementation
- From: Bill Skaggs <weskaggs gmail com>
- To: gimp-developer-list gnome org
- Subject: Re: [Gimp-developer] the indexed mode implementation
- Date: Sun, 8 Apr 2012 08:37:43 -0700
Dithering is not really where the problem lies, it's in finding a good
colormap. Gimp's algorithm was developed a long time ago, by Adam
Moss, who put a great deal of effort into it. The code can be found
in app/core/gimpimage-convert.c in the Gimp source. The theory behind
it is explained in a long comment way down in the source file, which I
extract and append here:
/*
* These routines are concerned with the time-critical task of mapping input
* colors to the nearest color in the selected colormap.
*
* We re-use the histogram space as an "inverse color map", essentially a
* cache for the results of nearest-color searches. All colors within a
* histogram cell will be mapped to the same colormap entry, namely the one
* closest to the cell's center. This may not be quite the closest entry to
* the actual input color, but it's almost as good. A zero in the cache
* indicates we haven't found the nearest color for that cell yet; the array
* is cleared to zeroes before starting the mapping pass. When we find the
* nearest color for a cell, its colormap index plus one is recorded in the
* cache for future use. The pass2 scanning routines call fill_inverse_cmap
* when they need to use an unfilled entry in the cache.
*
* Our method of efficiently finding nearest colors is based on the "locally
* sorted search" idea described by Heckbert and on the incremental distance
* calculation described by Spencer W. Thomas in chapter III.1 of Graphics
* Gems II (James Arvo, ed. Academic Press, 1991). Thomas points out that
* the distances from a given colormap entry to each cell of the histogram can
* be computed quickly using an incremental method: the differences between
* distances to adjacent cells themselves differ by a constant. This allows a
* fairly fast implementation of the "brute force" approach of computing the
* distance from every colormap entry to every histogram cell. Unfortunately,
* it needs a work array to hold the best-distance-so-far for each histogram
* cell (because the inner loop has to be over cells, not colormap entries).
* The work array elements have to be ints, so the work array would need
* 256Kb at our recommended precision. This is not feasible in DOS machines.
*
* To get around these problems, we apply Thomas' method to compute the
* nearest colors for only the cells within a small subbox of the histogram.
* The work array need be only as big as the subbox, so the memory usage
* problem is solved. Furthermore, we need not fill subboxes that are never
* referenced in pass2; many images use only part of the color gamut, so a
* fair amount of work is saved. An additional advantage of this
* approach is that we can apply Heckbert's locality criterion to quickly
* eliminate colormap entries that are far away from the subbox; typically
* three-fourths of the colormap entries are rejected by Heckbert's criterion,
* and we need not compute their distances to individual cells in the subbox.
* The speed of this approach is heavily influenced by the subbox size: too
* small means too much overhead, too big loses because Heckbert's criterion
* can't eliminate as many colormap entries. Empirically the best subbox
* size seems to be about 1/512th of the histogram (1/8th in each direction).
*
* Thomas' article also describes a refined method which is asymptotically
* faster than the brute-force method, but it is also far more complex and
* cannot efficiently be applied to small subboxes. It is therefore not
* useful for programs intended to be portable to DOS machines. On machines
* with plenty of memory, filling the whole histogram in one shot with Thomas'
* refined method might be faster than the present code --- but then again,
* it might not be any faster, and it's certainly more complicated.
*/
There probably is nobody in the universe except Adam who fully
understands that, and Adam has not been an active developer for many
years.
-- Bill
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