jon

"Optimizing Canvas Rendering and Performance in P5.js"

Mar 12, 2024 - 9:01amSummary: The author is exploring different approaches to improve the rendering and performance of a canvas in P5.js. They are considering using a one-pixel density to render a larger image and are curious about the potential benefits of browser-based sharp edges rendering. The author is also contemplating using a pan zoom library or setting up a camera inside P5 for panning and zooming controls. They express concern about the performance impact of updating a 2D array of 3,000 by 3,000 pixels and are eager to conduct performance testing. Additionally, they are exploring the idea of swapping out P5 rendering pixels for PNGs with sharp rendering and are pondering the implications of working with a canvas of the size 3,000 by 3,000. Despite feeling unsure about their approach, the author is determined to find a solution to increase the canvas size and eliminate blurriness.

Transcript: My thinking is, first thing I want to see, if I can render a one pixel density, much bigger. Within P5.js as a native image, and what my real curiosity is, is if I can benefit from the browser based sharp edges rendering, or if that gets convoluted somewhere in the stack. My desire here is to remove the pan zoom library completely, do away with that, and well, actually, no, I think in this scenario, the pan zoom library would stay. I still need some way of zooming, but instead of pure P5 pixel data being drawn under the hood, it's actually a PNG that scales just fine, which means potentially I can lower the total resolution of the canvas and sort of save my butt that way. That's one approach. Approach number two is to, I'm trying to avoid this one, for no good reason, but is to set up a camera inside of P5 and have panning and zooming be tied directly from user controls to the movement of that camera, actually rip out pan zoom library, and I have to imagine this would be the best situation for a larger canvas, because only as much of it is in view, but I am very hesitant about what the actual data performance is once this 2D array of, oh, God, 3,000 by 3,000 pixels is being updated, and we're going to do some performance testing on that. Of course, there are other options, batching requests, yada yada, but I'm wondering if I can get a small win right now by swapping out P5 rendering pixels, like rectangles for PNGs with the sharp rendering, and then I think my other curiosity is just what does moving to full-blown 3,000 by 3,000 look like? Part of my stomach just thinks when I think about that many pixels, because that's a lot, but for reference, exquisite land is 147,000 pixels, which sounds like a lot, it's a lot more than we have now, but 3 by 3,000 is 9 million. The numbers just go astronomically up really fast. Now, our one saving grace is that if the market cap is big enough to justify 9 million pixels, then we can jet out some heat to have somebody that knows what they're doing come in here and do something, but as of right now, I don't know what I'm doing. So, yeah, kind of doodling on these and curious if something can be done here, because we need to up this canvas size and we need to get rid of the blurriness ASAP.

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