a challenge of packing css sprites
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A challenge of packing CSS-sprites J.Marsza lkowski, J.Mizgajski, - PowerPoint PPT Presentation

Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions A challenge of packing CSS-sprites J.Marsza lkowski, J.Mizgajski, D.Mokwa, M.Drozdowski Institute of Computing Science, Pozna n University of


  1. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions A challenge of packing CSS-sprites J.Marsza� lkowski, J.Mizgajski, D.Mokwa, M.Drozdowski Institute of Computing Science, Pozna´ n University of Technology

  2. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Motivation Short web page load time is important for the Internet industry. Web pages are heavily loaded with small images (icons, buttons, backgrounds, infrastructure elements, etc.) According to some studies over 60% of all HTTP requests for static content are images. The interaction with a web server has a relatively long constant delay (a.k.a. latency, startup time).

  3. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Consequences of the latency (startup time) .�.�. .�.�. time time latency L better latency L latency L latency L bytes bytes transferred transferred tile�1 tile�2 tile�3 tile�4 sprite:�(tiles�1+2+3+4) Fetching many images separately multiplies fixed overheads and results in extensive web page loading time.

  4. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions CSS-sprite packing = Spriting CSS-sprite packing is a technique used in web design to avoid repetition of web interactions and improve performance of displaying web pages. → ... tiles sprite

  5. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Challenges Given a set of tiles we intend to combine them into a set of sprites for minimum downloading time. Factors determining downloading time: geometric packing, image compression, communication performance. These three factors are tightly interrelated. Other factors e.g. browser rendering efficiency, server cache performance, are beyond the scope of this presentation.

  6. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Geometric challenges Tiles are rectangles, so constructing a sprite is a 2D packing/cutting problem. HOWEVER, ...

  7. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Geometric challenges, 2D cutting/packing, but... Which packing model? Two models of 2D cutting/packing are applicable: Rectangle packing (RP) - find the smallest area bounding box enclosing the tiles. Strip packing (SP) - put tiles on an infinite strip, there are two versions: vertical layout horizontal layout tile�1 Waste�space tile�6 tile�3 tile�8 tile�5 tile�3 tile�4 tile�2 tile�7 tile�4 tile�2 tile�5 tile�8 Waste�space tile�6 tile�7 tile�1

  8. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Geometric challenges, 2D cutting/packing, but... To waste or not to wase? We do not use any material substance which 1) should be conserved, or 2) would impose a bounding box . Image compression algorithms (in JPEG, GIF, PNG) are capable of dealing with the waste. So is the wasted area an issue? → Image compression algorithms are not perfect in eliminating waste, so waste translates to communication time. → Image area translates to memory usage in browser. We should not waste image area!

  9. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Geometric challenges, 2D cutting/packing, but... What is the objective function? Communication time depends on sprite(s) sizes (in bytes). Sprite size(s) depends not only on the sizes of tiles rectangles, but also on → variety of tile compression methods (JPEG, PNG, GIF), → tile neighborhood matters, → complexity of the image. Hence, the objective function cannot be calculated as easily as in the classic 2D cutting/packing.

  10. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Image compression Image compression challenges: even given a solution of 2D packing, compression for minimum size is NP -hard, compression is time-consuming anyway (even ignoring combinatoric aspects) → only a few attempts of alternative packing and compressing are possible, lossy image compression (JPEG) allows for small images at the cost of quality, what level of information loss is satisfactory? image compressor settings → postprocessors

  11. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Communication Performance Challenges Quality of sprites should be measured as the downloading time . However, • A variety of browser, communication, server platforms, exist shared by activities with unknown timing → communication time is unpredictable and nondeterministic, → dispersion of performance parameters is unavoidable. • Computational complexity of communication performance model → packet-level simulation impossible, we need a simple formula of communication time.

  12. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Communication Performance and Objective Function Time of transferring set of sprites S over c concurrent channels: m � � 1 f i f i m � T ( S , c ) = max ( L + B ( c ) / c ) , max i =1 { L + B ( c ) / c } c i =1 where: m - number of sprites, f i - size of spite i , L - latency (startup time), B ( c ) - aggregate bandwidth over c communication channels, And by the way, this is McNaughton’s algorithm!

  13. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Communication Performance and Objective Function Objective function c max T ( S ) = min c =1 { T ( S , c ) } (1) where: c max - maximum number of usable communication channels.

  14. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Latency L distribution 1E+04 mode 312 ms min 6 ms max 148036 ms median 352 ms No. of points 43876 mean 531 ms 1E+03 No. of users 1E+02 1E+01 Latency L [ms] 1E+00 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000

  15. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Bandwidth B (1) distribution 800 mode 110 kB/s min 2 kB/s max 333 MB/s 700 No. of points 26968 median 464 kB/s 600 500 No. of users mean 811 kB/s 400 300 200 100 Speed B(1) [kB/s] 0 0 200 400 600 800 1000 1200 1400 1600 1800 2000 2200 2400 2600 2800 3000 3200 3400 3600 3800 4000

  16. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Communication Speedup in Parallel Channels Distribution of browser parallel channel number limit Number of channels ≥ 2 ≥ 3 ≥ 4 ≥ 5 ≥ 6 ≥ 7 ≥ 8 ≥ 9 accumulated frequency 100% 81% 68% 65% 61% 57% 12% 6% Speedups of parallel communication B (3) B (5) B (7) B (9) speedups B (1) B (1) B (1) B (1) medians 1.36 1.56 1.66 1.77 SIQR 0.39 0.60 0.61 0.68

  17. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions CSS-sprite Packing Problem Formulation Given: • set T = { T 1 , . . . , T n } of n tiles (JPEG, PNG, GIF images), • communication link parameters: latency L and bandwidths vector B of length c max . Construct a set of sprites S such that • objective function T ( S ) defined in (1) is minimum, • rotation of tiles is not allowed, • each tile is comprised in only one sprite, • each sprite is transferred in one communication channel.

  18. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions CSS-sprite Packing Problem Formulation Which means in practice: • choose the number of sprites m , • distribute the n tiles to m sprites, • pack in 2D the tiles in m sprites, • compress the m sprites, • and do it all for minumum objective function T ( S ).

  19. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Overview Spritepack is our method to solve CSS-sprite packing problem. Spritepack progresses in four steps: • tile classification, • geometric packing, • merging with image compression, • postprocessing. commandline application written in C++ using MS Visual Studio 12 and Magick++ API to ImageMagick.

  20. Introduction Practical Considertations Problem Formulation Spritepack Evaluation Conclusions Tile classification Goal: • grouping tiles with similar sets of colors to retain as low color depth as possible. Image classes: - 8 bit per pixel (bpp) indexed color PNG without/with transparency (PNG8i/PNG8it), - 8 bpp gray-scale PNG without/with transparency (PNG8g/PNG8gt), - 24 bpp truecolor PNG without transparency (PNG24), - 32 bpp truecolor PNG with transparency (PNG32t), - JPEG. All GIFs go to PNG8i, or PNG8it. JPEG go to PNG only if it reduces size.

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