Reputation: 24558
I am developing a graphical application, and I need to keep a thumbnail for each page. The challenge is how to generate a thumbnail file without loosing performance ??
Currently here is my code to do it:
VisualBrush VisualBrush = new VisualBrush(pageToGenerateThumbnailFor);
UIVisual.Background = VisualBrush;
RenderTargetBitmap = new RenderTargetBitmap((int)UIVisual.ActualWidth, (int)UIVisual.ActualHeight, 96, 96, PixelFormats.Pbgra32);
rtb.Render(UIVisual);
using (FileStream outStream = new FileStream(ThumbFileFullPath, FileMode.OpenOrCreate,
System.IO.FileAccess.ReadWrite))
{
PngBitmapEncoder pngEncoder = new PngBitmapEncoder();
pngEncoder.Frames.Add(BitmapFrame.Create(rtb));
pngEncoder.Save(outStream);
}
So, Is there a faster way to generate a thumbnail for a given Visual ?
Thanks
Upvotes: 4
Views: 2404
Reputation: 936
I did a bit of research recently for generating Image Thumbnails on the fly for an eCommerce site. I started off doing this myself generating a bitmap and then resizing etc. similar to the answer above. After problems with image size on disc and quality I looked in to http://imageresizing.net/ and I haven't looked back since. It can generate images from byte(), streams and physicals files all very quickly with one line of code:
ImageBuilder.Current.Build(New MemoryStream(bImage), sImageLocation + sFullFileName, New ResizeSettings("maxwidth=214&maxheight=238"))
I would definitely recommend this component rather than trying to reinvent the wheel...
Upvotes: 3
Reputation: 562
The following class from a utility library that I've written performs well for me and produces good clear quality thumbnails...
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
namespace Simple {
public static class ThumbnailCreator {
private static readonly object _lock = new object();
public static Bitmap createThumbnail(Stream source, Int32 width, Int32 height) {
Monitor.Enter(_lock);
Bitmap output = null;
try {
using (Bitmap workingBitmap = new Bitmap(source)) {
// Determine scale based on requested height/width (this preserves aspect ratio)
Decimal scale;
if (((Decimal)workingBitmap.Width / (Decimal)width) > ((Decimal)workingBitmap.Height / (Decimal)height)) {
scale = (Decimal)workingBitmap.Width / (Decimal)width;
}
else {
scale = (Decimal)workingBitmap.Height / (Decimal)height;
}
// Calculate new height/width
Int32 newHeight = (Int32)((Decimal)workingBitmap.Height / scale);
Int32 newWidth = (Int32)((Decimal)workingBitmap.Width / scale);
// Create blank BitMap of appropriate size
output = new Bitmap(newWidth, newHeight, PixelFormat.Format32bppArgb);
// Create Graphics surface
using (Graphics g = Graphics.FromImage(output)) {
g.CompositingMode = System.Drawing.Drawing2D.CompositingMode.SourceCopy;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
Rectangle destRectangle = new Rectangle(0, 0, newWidth, newHeight);
// Use Graphics surface to draw resized BitMap to blank BitMap
g.DrawImage(workingBitmap, destRectangle, 0, 0, workingBitmap.Width, workingBitmap.Height, GraphicsUnit.Pixel);
}
}
}
catch {
output = null;
}
finally {
Monitor.Exit(_lock);
}
return output;
}
}
}
it also retains the original image's aspect ratio.
Upvotes: 1