I have written a javascript program that uses a genetic algorithm to recreate an image only using triangles. Here's the strategy:
It works quite well after some iterations as you can see here:
The problem I have, is that it is very slow, most of the time is spent getting model's pixels (converting list of triangles (color + points) to a pixel array). Here's how I do so now:
My pixel-array is a 1D array, I need to be able to convert x,y coordinates to index:
static getIndex(x, y, width) {
return 4 * (width * y + x);
}
Then I am able to draw a point:
static plot(x, y, color, img) {
let idx = this.getIndex(x, y, img.width);
let added = [color.r, color.g, color.b, map(color.a, 0, 255, 0, 1)];
let base = [img.pixels[idx], img.pixels[idx + 1], img.pixels[idx + 2], map(img.pixels[idx + 3], 0, 255, 0, 1)];
let a01 = 1 - (1 - added[3]) * (1 - base[3]);
img.pixels[idx + 0] = Math.round((added[0] * added[3] / a01) + (base[0] * base[3] * (1 - added[3]) / a01)); // red
img.pixels[idx + 1] = Math.round((added[1] * added[3] / a01) + (base[1] * base[3] * (1 - added[3]) / a01)); // green
img.pixels[idx + 2] = Math.round((added[2] * added[3] / a01) + (base[2] * base[3] * (1 - added[3]) / a01)); // blue
img.pixels[idx + 3] = Math.round(map(a01, 0, 1, 0, 255));
}
Then a line:
static line(x0, y0, x1, y1, img, color) {
x0 = Math.round(x0);
y0 = Math.round(y0);
x1 = Math.round(x1);
y1 = Math.round(y1);
let dx = Math.abs(x1 - x0);
let dy = Math.abs(y1 - y0);
let sx = x0 < x1 ? 1 : -1;
let sy = y0 < y1 ? 1 : -1;
let err = dx - dy;
do {
this.plot(x0, y0, color, img);
let e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
} while (x0 != x1 || y0 != y1);
}
And finally, a triangle:
static drawTriangle(triangle, img) {
for (let i = 0; i < triangle.points.length; i++) {
let point = triangle.points[i];
let p1 =
i === triangle.points.length - 1
? triangle.points[0]
: triangle.points[i + 1];
this.line(point.x, point.y, p1.x, p1.y, img, triangle.color);
}
this.fillTriangle(triangle, img);
}
static fillTriangle(triangle, img) {
let vertices = Array.from(triangle.points);
vertices.sort((a, b) => a.y > b.y);
if (vertices[1].y == vertices[2].y) {
this.fillBottomFlatTriangle(vertices[0], vertices[1], vertices[2], img, triangle.color);
} else if (vertices[0].y == vertices[1].y) {
this.fillTopFlatTriangle(vertices[0], vertices[1], vertices[2], img, triangle.color);
} else {
let v4 = {
x: vertices[0].x + float(vertices[1].y - vertices[0].y) / float(vertices[2].y - vertices[0].y) * (vertices[2].x - vertices[0].x),
y: vertices[1].y
};
this.fillBottomFlatTriangle(vertices[0], vertices[1], v4, img, triangle.color);
this.fillTopFlatTriangle(vertices[1], v4, vertices[2], img, triangle.color);
}
}
static fillBottomFlatTriangle(v1, v2, v3, img, color) {
let invslope1 = (v2.x - v1.x) / (v2.y - v1.y);
let invslope2 = (v3.x - v1.x) / (v3.y - v1.y);
let curx1 = v1.x;
let curx2 = v1.x;
for (let scanlineY = v1.y; scanlineY <= v2.y; scanlineY++) {
this.line(curx1, scanlineY, curx2, scanlineY, img, color);
curx1 += invslope1;
curx2 += invslope2;
}
}
static fillTopFlatTriangle(v1, v2, v3, img, color) {
let invslope1 = (v3.x - v1.x) / (v3.y - v1.y);
let invslope2 = (v3.x - v2.x) / (v3.y - v2.y);
let curx1 = v3.x;
let curx2 = v3.x;
for (let scanlineY = v3.y; scanlineY > v1.y; scanlineY--) {
this.line(curx1, scanlineY, curx2, scanlineY, img, color);
curx1 -= invslope1;
curx2 -= invslope2;
}
}
You can see full code in action here
So, I would like to know:
Thanks !
I have tested your suggestions, here's the results:
Here's the code to draw to an invisible canvas:
var canvas = document.createElement('canvas');
canvas.id = "CursorLayer";
canvas.width = this.width;
canvas.height = this.height;
canvas.display = "none";
var body = document.getElementsByTagName("body")[0];
body.appendChild(canvas);
var ctx = canvas.getContext("2d");
ctx.fillStyle = "rgba(0, 0, 0, 1)";
ctx.fillRect(0, 0, this.width, this.height);
for (let i = 0; i < this.items.length; i++) {
let item = this.items[i];
ctx.fillStyle = "rgba(" +item.color.r + ','+item.color.g+','+item.color.b+','+map(item.color.a, 0, 255, 0, 1)+")";
ctx.beginPath();
ctx.moveTo(item.points[0].x, item.points[0].y);
ctx.lineTo(item.points[1].x, item.points[1].y);
ctx.lineTo(item.points[2].x, item.points[2].y);
ctx.fill();
}
let pixels = ctx.getImageData(0, 0, this.width, this.height).data;
//delete canvas
body.removeChild(canvas);
return pixels;
Before those changements, my code were running at about 1.68 iterations per second. Now it runs at about 16.45 iterations per second !
See full code here.
Thanks again !