Optimise images in AEM - aem

We are using AEM 6.2 and want to optimise multiple images in AEM to get a low resolution image. Please suggest how can we get low resolution images upon uploading the images or some other way.

If you are using ACS commons, explore named-image-transform else you have to generate custom renditions using Workflows.
If you already have an Dynamic media add on , try to leverage smart imaging

You can leverage ImageMagick and modify the DAM Asset Workflow to create low-resolution images renditions.
http://www.imagemagick.org/Usage/resize/
https://helpx.adobe.com/experience-manager/6-2/assets/using/best-practices-for-imagemagick.html
Thanks!

Related

AEM 6.4 asset renditions, is it safe to remove all the rendition

I have created a custom workflow model for DAM update asset. I have kept two steps only Metadata Processor and DAM Update Asset Workflow Completed
I am on 6.4 and I could see 319x319 rendition is used in content finder. Want to know if other renditions are used by any default AEM components? If used, is there any possibility to make all of them point to a single rendition?
You can safely remove all renditions, if, in fact, you do not use them at all and you display the raw image from your DAM (the only downside is that your Content Authors will lose several thumbnails, usually helpful to identify the asset they want to use). If you need image manipulation and optimization, you can review ACS Commons Named Transform Image Servlet or any other external service (Akamai, Adobe Dynamic Media).

Dealing with massive amount of user generated images in Unity3D

I need to create a system where we load images into the game. Those images can be uploaded by the users of my app through a dashboard. I download them to the device(persistent data path) and load them from there.
The question is, should I load them as AssetBundles(through Addressables) or straight from disk with Texture.LoadImage(bytes).
Keep in mind that I will not be able to apply custom compression for them. I use the same compression for all files, whether it's an asset bundle or not. The problem with asset bundles is the management of them. When you update the unity version + the fact that I need to have unity run on a server and create them every time someone uploads an image to the dashboard.
TL;DR;
Is the loading of an image that bad with Texture.LoadImage(bytes) that you should use AssetBUndles even if it involves way more work and problems?
Someone else answered this in a Unity forum.
The best option you can pick is to use RawImage component, which uses textures not sprites, removing the need to load a sprite from a texture, making it much faster. Case in which asset bundles are not required, simplifying the solution while keeping a decent loading speed.
Answer here: https://answers.unity.com/questions/1758532/dealing-with-massive-amount-of-user-generated-imag.html

Can AEM 6.2 be enhanced to support webp?

We need to support webp images in AEM 6.2.
As this is not supported by default, is there a possibility to enhance AEM by adding and rendering a new mime type?
You could implement a workflow process step to do this along with a Java WebP library such as webp-imageio [0], then add this step to your default asset workflow (usually update_asset) so they are created along with the standard web/thumb renditions.
Alternatively you can convert them offline ad-hoc and upload as a custom rendition if you only need them for a few assets.
[0] https://bitbucket.org/luciad/webp-imageio

dynamic media and scene-7 integration in AEM

Can someone please give insight about Dynamic media and Scene 7 integration in AEM? I would like to understand why we integrate Dynamic Media/Scene-7? Difference between both.
I am not able to find many articles on Scene-7/Dynamic media online.
I would like to understand why we append "/is/image" for .jpg, .png, etc. images and "/is/content" for .gif images in the URL?
Thanks in advance!

Is it possible to write or change EXIF data of images saved to iPhone photo library

I would like to add some custom data to an image the user generates in my app, no more than 1kb tops. I could probably hide the data in the image, but I want to do this in a way that will resist resizing but not deliberate deletion of EXIF tags (say, for privacy reasons).
Is this possible using the current public SDK 3.0?
this might be helpful, though i've never used it before - iphone-exif
This could be very useful: PhotoshopFramework is one powerful library to manipulate images on Objective-C. This was developed to bring the same functionalities that Adobe Photoshop users are familiar. Examples: Set colors using RGB 0-255, apply blend filers, transformations...
Is open source, here is the project link: https://sourceforge.net/projects/photoshopframew/