libjpeg-turbo
Skia
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libjpeg-turbo | Skia | |
---|---|---|
15 | 55 | |
3,582 | 8,641 | |
1.3% | 2.5% | |
8.4 | 9.9 | |
13 days ago | about 11 hours ago | |
C | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
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libjpeg-turbo
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Jpegli: A New JPEG Coding Library
> all decoders will render the same pixels
Not true. Even just within libjpeg, there are three different IDCT implementations (jidctflt.c, jidctfst.c, jidctint.c) and they produce different pixels (it's a classic speed vs quality trade-off). It's spec-compliant to choose any of those.
A few years ago, in libjpeg-turbo, they changed the smoothing kernel used for decoding (incomplete) progressive JPEGs, from a 3x3 window to 5x5. This meant the decoder produced different pixels, but again, that's still valid:
https://github.com/libjpeg-turbo/libjpeg-turbo/commit/6d91e9...
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My personal C coding style as of late 2023
Last vestiges of this fact AFAIK were libjpeg, which had a macro NEED_SHORT_EXTERNAL_NAMES that shortens all public identifiers to have unique 6-letter-long prefixes. Libjpeg-turbo nowadays has removed them though [1].
[1] https://github.com/libjpeg-turbo/libjpeg-turbo/commit/52ded8...
- Libjpeg-Turbo 3.0.0
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Why there may never be a libjpeg-turbo 3.1
While I think the move to safer code through Rust and other alternatives is a nice breath of fresh air, I doubt you can get these kinds of optimization without using unsafe code in Rust. These optimized implementations often require some kind of safety-bypassing memory modifications to work as efficiently ad they do.
There's a reason https://github.com/libjpeg-turbo/libjpeg-turbo/tree/main/sim... is filled with assembly files with conditional loading.
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Learn x86-64 assembly by writing a GUI from scratch
Sure. You'll see it very often in codec implementations. From rav1e, a fast AV1 encoder mostly written in Rust: https://github.com/xiph/rav1e/tree/master/src/x86
Large portions of the algorithm have been translated into assembly for ARM and x86. Shaving even a couple percent off something like motion compensation search will add up to meaningful gains.
Or the current reference implementation of JPEG: https://github.com/libjpeg-turbo/libjpeg-turbo/tree/main/sim...
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Announcing zune-jpeg: Rust's fastest JPEG decoder
zune-jpeg is 1.5x to 2x faster than jpeg-decoder and is on par with libjpeg-turbo.
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JDK 21 - Image Performance Improvements
This is interesting from the standpoint of how new JVM features can be used to improve performance (what I presume the article's main purpose to have been), but the image processing improvement itself isn't head-turning. Also, we've found that libjpeg-turbo (https://libjpeg-turbo.org/) is ~5x (IIRC, can re-run my JMH benchmark if anyone wants me to) as fast for decoding JPEGs as ImageIO, so we wouldn't even benefit from this change in 21 much.
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Convenient CPU feature detection and dispatch in the Magnum Engine
libjpeg-turbo: https://github.com/libjpeg-turbo/libjpeg-turbo/blob/main/simd/x86_64/jsimdcpu.asm
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Implementing SVE2 for Open Source Project
libjpeg-turbo
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How to go about implementing file encoding [Question]
For all but the simplest formats (basically BMP), the difficulty of implementing encoding/decoding from scratch is significant - well beyond a beginner's ability, and challenging/time-consuming even for senior developers. So, libraries are used in practice - e.g. libpng and libjpeg-turbo.
Skia
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Skia VS nitro-gl - a user suggested alternative
2 projects | 21 Aug 2023
- The Future of the Web Is VNC
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Lottie under the hood
Actually, that's not entirely accurate. The lottie-web library itself doesn't support rendering to WebGL. However, there is a package called canvaskit-wasm that wraps Skia (a graphics engine) with WebAssembly (wasm). This package includes a module called skottie which supports rendering animations into a WebGL surface. However, there is a drawback with this approach: using wasm requires loading a relatively large package, and it's uncertain whether all features are supported correctly, as the official compatibility table that tracks lottie support on different platforms does not include skottie.
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Widely-used graphics library
Skia is pretty great if you can get it running.
- Vivaldi 6.0 Web Browser Introduces Tab Workspaces and Custom Icons
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Due to popular demand, here’s part 2
The imgs are mainly used by Tencent QQ and Baidu Tieba users. QQ and Tieba compress imgs by default, so the popular imgs (in China we call them "屌图" or "表情包") would be compressed million of times during the spreading, causing the super low quality. These APPs on Android are using Skia for image processing, which suffering from a legendary bug: result would be more green. The bug was fixed in 2016: https://github.com/google/skia/commit/c7d01d3e1d3621907c27b283fb7f8b6e177c629d
- Leveraging Rust and the GPU to render user interfaces at 120 FPS
- How important is avoiding Blink/Chromium to you? And if not at all, why?
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Graphic Library for C
There’s also Skia by Google. Used by Android and Google Chrome.
What are some alternatives?
ImageMagick - 🧙♂️ ImageMagick 7
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
libwebp - Mirror only. Please do not send pull requests. See https://chromium.googlesource.com/webm/libwebp/+/HEAD/CONTRIBUTING.md.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
orion - Usable, easy and safe pure-Rust crypto
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
bloom - The simplest way to de-Google your life and business: Inbox, Calendar, Files, Contacts & much more
Atomic Game Engine - The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C++, C#, JavaScript, and TypeScript
virtualgl - Main VirtualGL repository
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Rustup - The Rust toolchain installer
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies