Size of Image after watermarking - image-manipulation

I'm curios what happens to the size of the host image after an invisible watermark has been inserted. I'm guessing the size will increase but by how much?
For example, the cover image to be inserted is 1kb and the host image is 2kb. Since your adding additional information the size will be 3kb after the embedding process?

I think it depends on the algorithm used for inserting the watermark. If the watermark is inserted without any quality loss, it is likely that the file would increase by at least 2KB.

Related

How to shrink or manage an image's size in bytes

Python 3.6.6, Pillow 5.2.0
The Google Vision API has a size limit of 10485760 bytes.
When I'm working with a PIL Image, and save it to Bytes, it is hard to predict what the size will be. Sometimes when I try to resize it to have smaller height and width, the image size as bytes gets bigger.
I've tried experimenting with modes and formats, to understand their impact on size, but I'm not having much luck getting consistent results.
So I start out with a rawImage that is Bytes obtained from some user uploading an image (meaning I don't know much about what I'm working with yet).
rawImageSize = sys.getsizeof(rawImage)
if rawImageSize >= 10485760:
imageToShrink = Image.open(io.BytesIO(rawImage))
## do something to the image here to shrink it
# ... mystery code ...
## ideally, the minimum amount of shrinkage necessary to get it under 10485760
rawBuffer = io.BytesIO()
# possibly convert to RGB first
shrunkImage.save(rawBuffer, format='JPEG') # PNG files end up bigger after this resizing (!?)
rawImage = rawBuffer.getvalue()
print(sys.getsizeof(rawImage))
To shrink it I've tried getting a shrink ratio and then simply resizing it:
shrinkRatio = 10485760.0 / float(rawImageSize)
imageWidth, imageHeight = pilImage.size
shrunkImage = imageToShrink.resize((int(imageWidth * shrinkRatio),
int(imageHeight * shrinkRatio)), Image.LANCZOS)
Of course I could use a sufficiently small and somewhat arbitrary thumbnail size instead. I've thought about iterating thumbnail sizes until a combination takes me below the maximum bytes size threshold. I'm guessing the bytes size varies based on the color depth and mode and (?) I got from the end user that uploaded the original image. And that brings me to my questions:
Can I predict the size in bytes a PIL Image will be before I convert it for consumption by Google Vision? What is the best way to manage that size in bytes before I convert it?
First all, you probably don't need to maximize to the 10M limit posed by Google Vision API. In most case, a much smaller file will be just fine, and faster.
In addition to that, you may want to keep in mind that the aspect ratio might lead to different result. See this, https://www.mlreader.com/prepare-image-for-google-vision-api

Advanced image scaling in JasperReports

I need to include many images of unknown origin in a report. I have no idea what the images might be: portrait or landscape fotos, large or small, or even something with an atypical shape, like a 400x80 logo.
I'd like to scale down images with the following rule: proportionally downscale until the larger side is 200. And resulting image shouldn't take more space than needed (i.e. 1000x600 should be downscaled to 200x120, not to 200x200), so that there are no unneeded blank margins around non-square images.
Is what I need possible with JasperReports?
EDIT:
To clarify: "real size" mode is almost what I need. However, I don't see a way to limit height of resulting image. As a result, if the image I want to print is a portrait foto (or has even larger height compared to width), generated PDF looks ugly; in this case I would prefer to somehow downscale it to a smaller width.
I solved the Problem of resizing images of various sizes to a fixed size with "RetainShape" by writing an ImageResizer, based on the idea of the ImageTransformer from https://stackoverflow.com/a/39320863/8957103 , using https://github.com/rkalla/imgscalr for scaling the image.

Why smaller PNG image takes up more space than the original after getting resized by GraphicsMagic

The original PNG image is 800x1200 and takes up about 34K. After the images is resized by GraphicsMagick to 320x480 size, the resulting images takes up approximately 37K. (For comparison, if the image is resized with Paint on Windows 7 then the resulting image is 40K.) What gives? The whole point of resizing an image was to save space. How should GraphicsMagick be used to shrink the image size?
PNG is a lossless format and compresses the image data by first performing a step called prediction and then applying the same algorithm used in zlib. The prediction step is a crucial one in order to effectively compress the file, and it is based on the values of earlier neighbors pixels.
So, suppose you have a large PNG in black & white (by that I really mean only black and white, some people confuse that by grayscale sometimes). Also suppose it is not a tiny checkerboard pattern. In many regions of this image, you will have a relatively large white region, and then a relatively large black region, and so on. When the predictor is inside one of these large regions, it has no trouble to correctly predict that the current pixel intensity is exactly equal to the last one. This makes it easier to better compress the data describing your image.
Now, let us downscale this black & white image using some resampling filter different than nearest neighbor (let's say Lanczos). This has a great chance to turn your black & white image into a grayscale one, which has a much greater intensity range. This potentially makes the job of the predictor much harder, and thus the final file size might be larger.
For instance here is a black & white 256x256 PNG image which takes 5440 bytes, a resizing of it (using 3-lobed Lanczos) to 120x120 which now takes 7658 bytes, and another resizing (using nearest neighbor) to 120x120 which occupies 2467 bytes.
PNG is a compressed format. Sometimes trying to compress a maximally compressed item actually results in a larger item. So if the 800x1200 is resized to a smaller size, but the result retains everything that was in the original, because the original is already as minimal as possible, you could see this happen. To demonstrate this, try using 7zip to compress some data with ultra compression. Then try compressing the compressed file. Often the second compressed file will be larger than the first.

CGImageGetBytesPerRow() returns different values on iOS simulator and iOS Device

I have an image taken by my ipod touch 4 that's 720x960. In the simulator calling CGImageGetBytesPerRow() on the image returns 2880 (720 * 4 bytes) which is what I expected. However on the device CGImageGetBytesPerRow() will return 3840, the "bytes per row" along the height. Does anyone know why there is different behavior even though the image I'm CGImageGetBytesPerRow() on has a width of 720 and height of 960 in both cases?
Thanks in advance.
Bytes per row can be anything as long as it is sufficient to hold the image bounds, so best not to make assumptions that it will be the minimum to fit the image.
I would guess that on the device, bytes per row is dictated by some or other optimisation or hardware consideration: perhaps an image buffer that does not have to be changed if the orientation is rotated, or the image sensor transfers extra bytes of dead data per row that are then ignored instead of doing a second transfer into a buffer with minimum bytes per row, or some other reason that would only make sense if we knew the inner workings of these devices.
It may slightly different because the internal memory allocation: "The number of bytes used in memory for each row of the specified bitmap image (or image mask)."1
Consider using NSBitmapRepresention for some special tasks.

Image editing using iphone

I'm creating an image editing application for iphone. i would like to enable the user to pick an image from the photolibrary, edit it (grayscale, sepia,etc) and if possible, save back to the filesystem. I've done it for picking image (the simplest thing, as you know using imagepicker) and also for creating the grayscale image. But, i got stuck with sepia. I don't know how to implement that. Is it possible to get the values of each pixel of the image so that we can vary it to get the desired effects. Or any other possible methods are there??? pls help...
The Apple image picker code will most likely be holding just the file names and some lower-res renderings of the images in RAM til the last moment when a user selects an image.
When you ask for the full frame buffer of the image, the CPU suddenly has to do a lot more work decoding the image at full resolution, but it might be even as simple as this to trigger it off:
CFDataRef CopyImagePixels(CGImageRef inImage)
{
return CGDataProviderCopyData(CGImageGetDataProvider(inImage));
}
/* IN MAIN APPLICATION FLOW - but see EDIT 2 below */
const char* pixels = [[((NSData*)CopyImagePixels([myImage CGImage]))
autorelease] bytes]; /* N.B. returned pixel buffer would be read-only */
This is just a guess as to how it works, really, but based on some experience with image processing in other contexts. To work out whether what I suggest makes sense and is good from a memory usage point of view, run Instruments.
The Apple docs say (related, may apply to you):
You should avoid creating UIImage objects that are greater than 1024 x 1024 in size. Besides the large amount of memory such an image would consume, you may run into problems when using the image as a texture in OpenGL ES or when drawing the image to a view or layer. This size restriction does not apply if you are performing code-based manipulations, such as resizing an image larger than 1024 x 1024 pixels by drawing it to a bitmap-backed graphics context. In fact, you may need to resize an image in this manner (or break it into several smaller images) in order to draw it to one of your views.
[ http://developer.apple.com/iphone/library/documentation/UIKit/Reference/UIImage_Class/Reference/Reference.html ]
AND
Note: Prior to iPhone OS 3.0, UIView instances may have a maximum height and width of 1024 x 1024. In iPhone OS 3.0 and later, views are no longer restricted to this maximum size but are still limited by the amount of memory they consume. Therefore, it is in your best interests to keep view sizes as small as possible. Regardless of which version of iPhone OS is running, you should consider using a CATiledLayer object if you need to create views larger than 1024 x 1024 in size.
[ http://developer.apple.com/iPhone/library/documentation/UIKit/Reference/UIView_Class/UIView/UIView.html ]
Also worth noting:-
(a) Official how-to
http://developer.apple.com/iphone/library/qa/qa2007/qa1509.html
(b) From http://cameras.about.com/od/cameraphonespdas/fr/apple-iphone.htm
"The image size uploaded to your computer is at 1600x1200, but if you email the photo directly from the iPhone, the size will be reduced to 640x480."
(c) Encoding large images with JPEG image compression requires large amounts of RAM, depending on the size, possibly larger amounts than are available to the application.
(d) It may be possible to use an alternate compression algorithm with (if necessary) its malloc rewired to use temporary memory mapped files. But consider the data privacy/security issues.
(e) From iPhone SDK: After a certain number of characters entered, the animation just won't load
"I thought it might be a layer size issue, as the iPhone has a 1024 x 1024 texture size limit (after which you need to use a CATiledLayer to back your UIView), but I was able to lay out text wider than 1024 pixels and still have this work."
Sometimes the 1024 pixel limit may appear to be a bit soft, but I would always suggest you program defensively and stay within the 1024 pixel limit if you can.
EDIT 1
Added extra line break in code.
EDIT 2
Oops! The code gets a read-only copy of the data (there is a diference between CFMutableDataRef and CFDataRef). Because of limitations on available RAM, you then have to make a lower-res copy of it by smooth-scaling it down yourself, or to copy it into a modifiable buffer, if the image is large, you may need to write it in bands to a temporary file, release the unmodifiable data block and load the data back from file. And only do this of course if having the data in a temporary file like this is acceptable. Painful.
EDIT 3
Here's perhaps a better idea maybe try using a destination bitmap context that uses a CFData block that is a memory-mapped CFData. Does that work? Again only do this if you're happy with the data going via a temporary file.
EDIT 4
Oh no, it appears that memory mapped read-write CFData not available. Maybe try mmap BSD APIs.
EDIT 5
Added "const char*" and "pixels read-only" comment to code.