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Scalashop

In this lab, we will try our hand at image processing! Particularly, we will design an interface to apply a variety of simple filters to an image. We will take a look at ways to encapsulate code behind simple, functional interfaces, and the subsequent simplicity we gain when parallelizing our implementation to adapt to scale.

Logistics

Colors and Pixels

To begin processing images, we have to understand how images are built and represented. The structures and utilities for this have already been implemented in the package scalashop.

Images are represented as rectangular arrays of pixels, with each pixel made up of 4 parts: alpha, the opacity of the pixel, and the three color components, red, green and blue. We choose to use 8 bits (0 - 255) for each of the components, so that a pixel’s data fits inside a single integer (32 bits). We have

/** The value of every pixel is represented as a 32 bit integer. */
type ARGB = Int

src/main/scala/scalashop/common/ARGB.scala

giving us the following representation of a pixel, in binary and in hexadecimal:

Breakdown of a color into ARGB

With this structure, we can retrieve any component by filtering and shifting bits in the pixel data:

/** Returns the alpha component. */
def alpha(c: ARGB): Int = (0xff000000 & c) >>> 24

/** Returns the red component. */
def red(c: ARGB): Int = (0x00ff0000 & c) >>> 16

/** Returns the green component. */
def green(c: ARGB): Int = (0x0000ff00 & c) >>> 8

/** Returns the blue component. */
def blue(c: ARGB): Int = (0x000000ff & c) >>> 0

src/main/scala/scalashop/common/ARGB.scala

Finally, we can construct an ARGB value from the individual components by taking the lowest 8 bits of each and combining them

/** Used to create an ARGB value from separate components. */
def argb(a: Int, r: Int, g: Int, b: Int): ARGB =
  (a << 24) | ((r << 24) >>> 8) | ((g << 24) >>> 16) | ((b << 24) >>> 24)

src/main/scala/scalashop/common/ARGB.scala

What are the ARGB values for a pure red pixel?

Reveal the answer

A = 255 (100% opacity), R = 255, G = 0, B = 0.

Matrices and Images

The trait Matrix is the essence of what will soon become an Image. It is a structure that has a height, a width, and allows you to access its elements with a coordinate pair (x, y).

trait Matrix[A]:
  val height: Int
  val width: Int

  /** Access matrix elements */
  def apply(x: Int, y: Int): A

src/main/scala/scalashop/image/Matrix.scala

This trait is parametrized over the parameter A, i.e, it represents a matrix of any type A. An image is, in particular, a matrix of pixels. So we define an Image as

/** Given two coordinates, provides a Pixel. Builds sequentially by default.
  *
  * @param height
  *   height of the image
  * @param width
  *   width of the image
  */
trait Image(val height: Int, val width: Int) extends Matrix[Pixel]:

src/main/scala/scalashop/image/Image.scala

where Pixel is just another alias for ARGB, but is a more readable name in context

/** Readable alias for underlying pixel representation */
type Pixel = ARGB

src/main/scala/scalashop/image/Image.scala

As a base case for this trait, we would like to be able to load existing images and store their data. This is done with an ArrayImage, which stores the image data in an Array[Pixel] and returns this data when queried:

/** Fully built image with a concrete underlying Array storing pixel data. */
final class ArrayImage(
    height: Int,
    width: Int,
    private val data: Array[Pixel]
) extends Image(height, width):

  /** Access underlying image data */
  def apply(x: Int, y: Int) = data(x + y * width)

  /** Update underlying image data, mutating state */
  def update(x: Int, y: Int, elem: Pixel) = data(x + y * width) = elem

src/main/scala/scalashop/image/ArrayImage.scala

Filters

A filter is any object that takes an image, and produces a new one, possibly manipulating it in the middle. Complying with our Image interface, a filter is implemented by defining an apply method:

/** Identity filter, does not change pixels of the source image. */
class Identity(src: Image) extends Image(src.height, src.width):
  def apply(x: Int, y: Int): Pixel =
    src(x, y)

src/main/scala/scalashop/image/Filter.scala

We have here the Identity filter, which, for any pixel at coordinates $(x, y)$, simply returns the underlying pixel of the source image. However, we can do so much more!

In general, a filter is a view over the image, that computes the required pixels on demand:

Representation of a Lazy Filter

Grayscale Filter

In the file Filter.scala, find the skeleton for the filter Grayscale.

/** Grayscale filter, transforms the source image in a grayscale one. */
class Grayscale(src: Image) extends Image(src.height, src.width):
  // we generate a weighted grayscale image
  // to do this, we compute the "Luma" of each pixel
  // these numbers come from a standard called Rec 601
  // and are computed based on how we perceive colour and brightness
  // see: https://en.wikipedia.org/wiki/Luma_(video)
  val lumaR = 0.299f
  val lumaG = 0.587f
  val lumaB = 0.114f
  def grayscale(input: Pixel) =
    ???

  def apply(x: Int, y: Int): Pixel = grayscale(src(x, y))

src/main/scala/scalashop/image/Filter.scala

Taking a look at the provided apply method, the filter is expected to take the source pixel, and apply a grayscale function to it. The grayscale value of a pixel is computed based on the luma for each color.

We use the Rec 601 standard, which provides three constants, the luma modifiers for red, green, and blue. The luma of the entire pixel is computed by multiplying these constants with the RGB values of the pixel, keeping the alpha the same.

This is shown by the following relationship:

$$ (a, r, g, b) \mapsto (a, luma, luma, luma) \ \text{where~} luma = lumaR \times r + lumaG \times g + lumaB \times b $$

and as a concrete example:

Computing the luma and grayscale version of a color

Complete the grayscale function to implement this transformation.

You can test this filter by running testOnly -- "*grayscale:*" in sbt.

Color “Splash” Filter

While a grayscale filter is interesting by itself, we can do more things with it as a base too. Implement a selective grayscale filter, that leaves bright red pixels. You’ll see a result like this:

Red Color Splash, example

Do this by completing the apply method in the RedSplash filter:

class RedSplash(src: Image) extends Grayscale(src):
  def isRedEnough(px: Pixel) =
    val r = red(px).toFloat
    val g = green(px).toFloat
    val b = blue(px).toFloat
    (r > 1.7 * g) && (r > 1.7 * b)

  override def apply(x: Int, y: Int): Pixel =
    ???

src/main/scala/scalashop/image/Filter.scala

The apply method of the filter allows you to specify the image by deciding how to compute a single pixel from the source.

You can try it on the image above stored in the lab files at src/main/resources/scalashop/citrus.jpg.

The functional apply(x, y) interface allows us to easily extend filters in any way we desire to obtain other interesting effects on images. You can just as well try to make green, blue, or other interesting filters.

You can test this filter by running testOnly -- "*redSplash:*" in sbt.

Trying your filters

Having completed two filters, we can go try them out! Scalashop comes with a GUI where you can try filters on your favourite images. You can start the GUI with

sbt run

By default, it opens the image stored at src/main/resources/scalashop/citrus.jpg, but you can import your own images by navigating to File -> Open....

Scalashop GUI

You can select which filter to apply with the Filter drop-down.

Before you begin the parallelization section, changing the “number of tasks” in the Scalashop GUI will result in an exception, so leave it at the default, 1, while you work. Any filters you have not implemented yet will also result in errors, which you can see in your terminal, and the image will be left unaltered.

Testing without a GUI

It can be inconvenient to look at an image with a million pixels to debug your code, so we also provide a simple interface for you to look at your images as raw numeric data on the console. You can refer to src/main/scala/cs214/Test.scala. You’ll find some instances of using the .show method on images, alongside some ways to construct your own images as test cases, for example a diagonal line:

/** Diagonal black line B W W W W W B W W W W W B W W W W W B W W W W W B
  *
  * The image is created via a direct specification of the apply method to
  * avoid writing the whole array
  */
val diagonalImage = new Image(5, 5):
  def apply(x: Int, y: Int): Pixel = if x == y then black else white

src/main/scala/cs214/Test.scala

Up next, we’d like to do a more complicated filter, a blur.

Blur

Let us start by trying to construct a method to blur an image from a small example, a black pixel (0xff000000) surrounded by white ones (0xffffffff):

Single Black Pixel

We would like to take this sharp black pixel and have it affect its surroundings, and vice versa. The simplest way to do this is to take the average of its neighbours, which results in the following matrix

Averaged pixels

While this method may seem naive, it can produce surprisingly nice blurs on larger images (intentionally low resolution to show blurring):

Simple blur on a larger image

Performing the blur using a mean over neighbours is called a box-blur. The distance to neighbours we choose to consider is the radius of this blur.

Implement a box-blur by completing the SimpleBlur class in Filter.scala:

/** Performs a simple box-blur of given radius by averaging over a pixel's
  * neighbours
  *
  * @param src
  *   source image
  */
class SimpleBlur(src: Image) extends Image(src.height, src.width):
  val radius: Int = 3

  def apply(x: Int, y: Int): Pixel =
    ???

src/main/scala/scalashop/image/Filter.scala

The blur should have radius $3$, i.e., it should average over neighbours in the range $[x - 3, x + 3] \times [y - 3, y + 3]$.

However, what happens at a corner? We may not have the same number of pixels to perform an average over! In this case, you would have to count for the number of neighbours in the radius, and compute the average accordingly. Consider this example for a blur of radius $1$, where there are only $3$ neighbours and the center itself available at a corner:

Blur at a corner

You can test this filter by running testOnly -- "*simpleBlur:*" in sbt.

Gaussian Blur

While the simple blur produces a convincing effect, there may be other ways to average over the values of your neighbours. For example, we may want to assign more weights to adjacent pixels, as pixels diagonal to the center are “farther away”:

Blurring with weights

This is called a Gaussian blur, as the assignment of weights looks like a Gaussian distribution according to the distance from the center:

Gaussian Blur

A Gaussian blur tends to result in a softer blurring effect:

Gaussian Blur Example

There are several other combinations we could try within this general setup for blurring, and it seems worthwhile to generalize this idea of weighted means. Here, the set of weights forms a blurring kernel.

$$ {Kernel}_{{Gaussian}~ 3 \times 3} = \begin{bmatrix} 1 & 2 & 1 \\ 2 & 4 & 2 \\ 1 & 2 & 1 \end{bmatrix} $$

and in the case of the box-blur

$$ {Kernel}_{{Box}~ 3 \times 3} = \begin{bmatrix} 1 & 1 & 1 \\ 1 & 1 & 1 \\ 1 & 1 & 1 \end{bmatrix} $$

And the operation of applying the kernel to an image is called a convolution. You can find more information about this here: Kernel (image processing) on Wikipedia.

Extrapolating from the examples above, we can make a general function for applying a kernel to an image:

$$ \begin{align*} convolution(x,y) &= {kernel} * {image}(x,y) \\ &= \sum_{dx=-{r_x}}^{r_x}{\sum_{dy=-{r_y}}^{r_y}{ {kernel}(r_x - dx, r_y - dy) \times {image}(x + dx, y + dy)}} \end{align*} $$

where the size of the kernel is $2r_x + 1 \times 2r_y + 1$. This places an emphasis on the point $(dx, dy) = (0, 0)$, which is the center point of our convolution, and is a natural way to intuitively think about convolutions. $r_x$ and $r_y$ are then the x- and y-radii of the kernel respectively. We can write them explicitly in terms of $\mathit{kernel.width}$ and $\mathit{kernel.height}$ coordinates as $r_x = \frac{width - 1}{2}$ and $r_y = \frac{height - 1}{2}$. Since for computation, our kernel coordinates actually range from $0$ to $2r_i + 1$ ( $i \in {x, y}$ ), we can rewrite the convolution as:

$$ \begin{align*} convolution(x,y) &= {kernel} * {image}(x,y) \\ &= \sum_{dx = -r_x}^{+r_x}{ \sum_{dy = -r_y}^{+r_y}{ {kernel}(r_x - dx, r_y - dy) \times {image}(x + dx, y + dy) } } \end{align*} $$

To keep things simpler, you can assume that $image(x, y)$ for $(x, y) \not \in [0, width) \times [0, height)$ is $0$, and so indices outside the image domain have no contribution. You do not have to check for special cases in the corner like in the case of SimpleBlur.

What happens when we don’t account for the special case of the corners?

You can find out the result by taking an image in the GUI, and running a box-blur of sizable radius (5 or 7) a few times, and see if you notice something weird around the edges 🤔.

Now, we will implement the convolution in the filter Convolution and its apply method:

/** Produce the convolution of an image with a kernel
  *
  * @param src
  *   source image
  * @param kernel
  *   kernel to convolve with
  */
class Convolution(src: Image, kernel: Kernel) extends Matrix[(Float, Float, Float, Float)]:
  val height: Int = src.height
  val width: Int = src.width

  def toImage =
    FloatMatrixImage(this)

  def apply(x: Int, y: Int): (Float, Float, Float, Float) =
    ???

src/main/scala/scalashop/image/Filter.scala

Same as an Image, a Kernel is also a Matrix, but of Float values.

Convolution is not a “pure” filter here. It returns a Matrix[(Float, Float, Float, Float)], separating the channels, instead of just an image.

Although you can easily convert the tuple to a Pixel using the _.toInt and argb(_) operations, why do you think Convolution is defined this way?

Reveal the answer

Values computed by a convolution can be greater than 255, so they would be clipped, or worse, completely garbled if we haphazardly turned them into a Pixel.

Think about what happens if you try to run argb(511, 256, 260, 255).

For a blurring kernel, this is guaranteed to be safe (since kernel values add up to 1 by definition). However, in the case of the provided edge-detection filter, this would result in incorrect convolutions!

The GaussianBlur, BoxBlur, and a Blur with an arbitrary kernel have been implemented in terms of Convolution already in Filter.scala. You’re ready to go try them all out!

You can test your convolution implementation by running testOnly -- "*convolution:*" in sbt.

Sobel Edge Detection

As a fascinating example of the use of convolutions, you can check out the SobelEdgeDetection filter:

/** Sobel edge detection filter, used to detect the horizontal and vertical
  * edges of an image. Take a look at `Kernel.sobelX` and `Kernel.sobelY` for
  * default kernels for this filter.
  */
class SobelEdgeDetection(src: Image, kernelX: Kernel, kernelY: Kernel)
    extends Image(src.height, src.width):

src/main/scala/scalashop/image/Sobel.scala

Lightweight Senior track

This week, the Senior track is designed to be lighter than usual. We recommend that you reimplement the Sobel edge detection filter from scratch, using the information provided in the corresponding Wikipedia page.

To proceed, delete the existing implementation in Sobel.scala and reimplement it yourself. You can create tests or use the UI to verify that your implementation is correct.

Hint

This filter uses a two-dimensional convolution ($G_x$ and $G_y$) that needs to be combined as $G = \sqrt{G_x^2 + G_y^2}$

Embarrassingly Parallel Problems

Taking a look at the filters again, we find that they’re performing a lot of calculations. The default image scala.jpg has a resolution of 1500 x 843; that’s 1.26 million pixels to compute, and they’re all independent of each other! This is a perfect opportunity to test out our knowledge of parallelizing tasks.

To achieve this, we take a look at how images are computed from filters to be displayed. This is done inside the build function provided by the Image trait:

/** Builds this image into an `ArrayImage`, sequentially. */
def build: ArrayImage =
  val dst = new ArrayImage(height, width)

  for
    y <- 0 until height
    x <- 0 until width
  do dst(x, y) = this(x, y)

  dst

src/main/scala/scalashop/image/Image.scala

Here, we construct an ArrayImage, by computing pixel values and mutably writing to it. This lets us “queue” up filters lazily and collapse them into a flat array that can be accessed quickly for display and further computation. While the filters provide a clean functional interface, we can encapsulate and “hide away” our complications and mutable code for the sake of efficiency.

Instead of attempting to parallelize the filters and changing the entire interface, we can wrap them up and simply alter the build process that computes the final image. This is simplicity gained by having an interface that is functional and lazy, so we could decide how we carry out the computation at a single top-level stage.

To parallelize the construction, we create a class ParImage, which inherits the properties of an Image, but implements a new build function to be parallel. Complete the provided skeleton for ParImage.build.

override def build: ArrayImage =
  // compute the collection to work on
  val splits: Seq[Int] = ??? // type is provided just so it compiles, feel free to change it
  val parSplits = splits.par

  parSplits.tasksupport = ForkJoinTaskSupport(
    ForkJoinPool(parallelization)
  ) // make sure we apply the desired level of parallelism

  val destination = ArrayImage(height, width)

  // perform your computation in parallel
  ???
  // return the constructed image
  destination

src/main/scala/scalashop/image/ParImage.scala

You are provided with a buildSequential function, which does the same work as Image.build, but on a small section of the image.

private def buildSequential(
    destination: ArrayImage,
    xFrom: Int,
    xTo: Int,
    yFrom: Int,
    yTo: Int
): Unit =
  ???

src/main/scala/scalashop/image/ParImage.scala

However, here, we care about how many parallel tasks we spawn, they’re provided by the user through the GUI, so be careful about that in your implementation! You can control this either by using the provided tasksupport skeleton, or by removing it and writing your own task {} based code.

You can test your parallel implementation by running testOnly -- "*parallel:*" in sbt.

Experimentation and Understanding Measurements

With a completed and parallelized system for image processing, Scalashop will take over the world as the leading choice for image editing! Feel free to play with the number of tasks available to the system and observe how the time required to apply a filter changes with it.

There are a lot of dials to tweak when working with parallel systems, and not all of them lead to the same results in every scenario! Some tasks can be small enough to make parallel code slower due to the added overhead of threads, while some can scale almost linearly with available resources.

It’s the programmer’s job to decide whether to parallelize their system, at what level the parallelization must be introduced, and with what granularity. Concurrent and asynchronous systems often help utilize the resources at hand much more efficiently, but are highly prone to both bugs and optimization-traps, where something clearly looks like it should help, but in fact degrades performance.

In any case, however, good interfaces and abstractions play a central role in design and development of software. They greatly affect the options you have available in the future, be it for parallelization or otherwise.

It can be great fun to think of how you would write scalashop from scratch, and how you might optimize it further!

Photo credit

All pictures used were obtained from Unsplash — Bruna Branco (Citrus) and Tom Brunberg (Fruits and Vegetables) — and are licensed for free use under the Unsplash license.