If you’ve seen a really fast wasm solution I’d love to replace the fill portion with it though.
If you’ve seen a really fast wasm solution I’d love to replace the fill portion with it though.
Precomputing fill areas is a really good idea for the situation you're in!
Edit: actually it was 7 years https://github.com/irskep/literallycanvas-pro-tools/blob/mas...
it also has 10 other method and function calls in it, one of which allocates a new 4-element array
also it's maintaining a stack of pixels to paint instead of looping over a scan line
each iteration of the loop paints one pixel
i don't think canvas memory access patterns are the root of the performance problem
i'm not saying it's bad code, just that it doesn't justify your conclusion
no flood-fill algorithm can run in less than 16ms, or less than any finite time, for arbitrarily large images; they necessarily require at least linear work and, even with arbitrary parallelism (itself impossible in a finite universe), logarithmic time
you need to bound the image size if you are going to bound the execution time
so this is not a good faith request; it is, rather, a deliberately impossible task, like spinning straw into gold, finding an acre of land between the salt water and the beach, making a cambric shirt with no seams or needlework, or reaping a crop with a sickle of leather
unfortunately my previous comment pointing this out has been flagged and is therefore generally no longer visible; i consider this sort of response to a purely logical argument of impossibility to be astoundingly mean-spirited and contemptible
i agree that it's easy to better its performance substantially, but i wouldn't go so far as to say 'perform terribly', except in the sense that it's far from optimal. there are applications where it would be adequate
The code allocates data structures at least eight times per pixel, and tests pixels at least four times. It will perform badly in all languages and so cannot be used as a reliable indication of JS/Canvas performance.
there might even be a case where the single-loop sort is the right thing to use, despite its abominable performance, because it's simpler than bubble sort or insertion sort; i think it's 12 amd64 instructions, 40 bytes
for (i = 1; i < n; i++)
if (a[i-1] > a[i]) t = a[i], a[i] = a[i-1], a[i-1] = t, i = 0;
but i haven't seen it yetYou'd first threshold the image by checking if a pixel is 'close enough' to the clicked pixel. This will create a B&W image. Then you call the CCL on this binary image to produce a labelled image: each pixel will contain the id of its component (i.e. which enclosed space it belongs to). Once you have this, it's just a matter of replacing colors on the canvas for pixels with the same id as the clicked pixels.
Obviously, that's just the 'theory' part. If you can find a good library that includes one then you'll have to integrate it. Otherwise, you'll have to re-implement that in Javascript, which is easier said than done and may also not reach the desired performance.
I don't work in web development but accelerating CCL algorithms do happen to be my area of expertise. While their execution time depends on the image content, you can expect them to be in the tens of milliseconds for a 4K image, at least for the 'modern' one you can find in OpenCV, and on current consumer-level CPUs, without multi-threading.
Of course, implementing these newer algorithms isn't straightforward. That's why you should instead use something like OpenCV if you have the option to.
Moreover, if CCL doesn't fit what you're looking for then you can also check out watershed algorithms ( https://en.wikipedia.org/wiki/Watershed_%28image_processing%... ). Because they don't work on binary image, they might be a better way to describe what you call 'enclosed space'.
There are faster fill algorithms than the above, described on Wikipedia, that don't need you to visit the whole image [1]. In particular, span-based filling.