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I'm currently trying to optimize this class I have for fractal generation. The equation is meant to be pluggable; I have used z => z*z + c so that it's not using the Complex.Pow method (eliminating a method call per iteration). Without changing it from the Complex data type, how else can I optimize this method, and is there a better way I can set the colors in the bitmap? Methods shown below.

 public void Calculate()
 {
 var maxIterations = MaxIterations;
 var stopwatch = new Stopwatch();
 var histogram = new int[maxIterations];
 var width = Bitmap.Width;
 var height = Bitmap.Height;
 var iterationCount = new int[width, height];
 var colors = new Color[width, height];
 var epsilon = new Vector2((MaxBounds.X - MinBounds.X) / (width-1), (MaxBounds.Y - MinBounds.Y) / (height-1));
 var scale = new Vector2(1 / epsilon.X, 1 / epsilon.Y);
 var escapeRadiusSquared = EscapeRadius*EscapeRadius;
 stopwatch.Start();
 Parallel.ForEach(Multithreading.Iterate(MinBounds.X, MaxBounds.X, epsilon.X), cx =>
 {
 for (var cy = MinBounds.Y; cy < MaxBounds.Y; cy += epsilon.Y)
 {
 var iterations = 0;
 var c = new Complex(cx, cy);
 var z = StartingPoint(c);
 while (z.Real*z.Real + z.Imaginary*z.Imaginary < escapeRadiusSquared && iterations < maxIterations)
 {
 z = Algorithm(z, c);
 iterations++;
 }
 var xx = (int) Math.Round((cx - MinBounds.X)*scale.X);
 var yy = height - 1 - (int) Math.Round((cy - MinBounds.Y)*scale.Y);
 if (iterations >= maxIterations)
 {
 colors[xx, yy] = Color.Black;
 }
 else if (SmoothingType == SmoothingType.Continuous || SmoothingType == SmoothingType.Smooth)
 {
 for (var i = 0; i < 3; i++)
 {
 z = Algorithm(z, c);
 iterations++;
 }
 var mu = iterations + 1 - Math.Log(Math.Log(z.Magnitude))/Math.Log(2);
 if (SmoothingType == SmoothingType.Continuous)
 {
 mu = mu/ maxIterations * ColorPalette.Count;
 }
 colors[xx, yy] = ColorUtils.GetColor(mu, ColorPalette);
 }
 else if (SmoothingType == SmoothingType.None)
 {
 colors[xx, yy] = iterations == maxIterations
 ? Color.Black
 : ColorPalette[iterations%ColorPalette.Count];
 }
 else if (SmoothingType == SmoothingType.Histogram)
 {
 iterationCount[xx, yy] = iterations;
 histogram[iterations]++;
 }
 else
 {
 throw new ArgumentOutOfRangeException();
 }
 }
 });
 stopwatch.Stop();
 TimeElapsed = stopwatch.Elapsed;
 if (SmoothingType == SmoothingType.Histogram)
 {
 Parallel.ForEach(Multithreading.Iterate(MinBounds.X, MaxBounds.X, epsilon.X), cx =>
 {
 for (var cy = MinBounds.Y; cy < MaxBounds.Y; cy += epsilon.Y)
 {
 var xx = (int)Math.Round((cx - MinBounds.X) * scale.X);
 var yy = height - 1 - (int)Math.Round((cy - MinBounds.Y) * scale.Y);
 var total = 0;
 for (var i = 0; i < MaxIterations; i++)
 {
 total += histogram[i];
 }
 var hue = 0.0;
 for (var i = 0; i < iterationCount[xx, yy]; i += 1)
 {
 hue += ((double)histogram[i])/total;
 }
 hue = Math.Round(hue*(ColorPalette.Count - 1));
 colors[xx, yy] = ColorPalette[(int)hue];
 }
 });
 }
 FastBitmap.SetPixels(colors);
 }

And the FastBitmap class.

 public unsafe void SetPixels(Color[,] colors)
 {
 var data = Bitmap.LockBits(new Rectangle(0, 0, Bitmap.Width, Bitmap.Height), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
 var scan0 = data.Scan0;
 var width = colors.GetLength(0);
 var height = colors.GetLength(1);
 Parallel.For(0, width, x =>
 {
 for (var y = 0; y < height; y++)
 {
 var color = colors[x, y];
 var imagePointer = (byte*) scan0.ToPointer(); // Pointer to first pixel of image
 var offset = y*data.Stride + 3*x; // 3x because we have 24bits/px = 3bytes/px
 var px = imagePointer + offset; // pointer to the pixel we want
 px[0] = color.B; // Red component
 px[1] = color.G; // Green component
 px[2] = color.R; // Blue component
 }
 });
 Bitmap.UnlockBits(data); // Set the data again
 }

Multithreading.Iterate:

public static class Multithreading
{
 public static IEnumerable<double> Iterate(
 double fromInclusive, double toExclusive, double step)
 {
 for (var d = fromInclusive; d < toExclusive; d += step) yield return d;
 }
}
asked Jun 5, 2016 at 4:14
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1 Answer 1

3
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Some ideas :

  • use a switch case around the if (smoothingtype statement(s), as you will gain clarity (as will the poor reader that I am too by the way)

  • the following line is a constant inside the for loop, put it outside:

var xx = (int) Math.Round((cx - MinBounds.X)*scale.X);
  • have you use a profiler? even a basic one can give you useful hints on where this code spends its CPU time.

  • there are many calls to Algorithm(z, c); but I don't see the method in your code

I hope this helps !

Sᴀᴍ Onᴇᴌᴀ
29.5k16 gold badges45 silver badges201 bronze badges
answered Jun 5, 2016 at 18:31
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