Performance limits of Annotorious + OpenSeadragon for large polygon annotations (10k+ points) #590
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Hi! Yes, what you're seeing is the current behavior in v3.
If you only need to select but not edit polygons, setting userSelectAction to If editing is needed: at the moment there's no alternative path in Annotorious that avoids the SVG layer. Implementing a full WebGL/Canvas-based editing UI is certainly possible in principle. But it would be a bigger lift and isn't currently planned for v4. (One of the main changes is a switch from PixiJS to DeckGL for rendering, possibly introducing vector-tile-based rendering for very large datasets. But the editing tools would likely remain SVG for now.) That said, if WebGL-native editing for very large geometries is something your project would benefit from, feel free to reach out. It’s the kind of feature that could be explored with dedicated funding or sponsorship. Hope this helps—and happy to answer follow-up questions! |
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FWIW: the planning issue for Annotorious v4 includes a bit of info on how the next version will boost performance. |
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Hi! I’m evaluating Annotorious (actual v3) on top of OpenSeadragon for a project that involves very large polygon annotations. Some polygons can have more than 10,000 points, and I’m running into a major performance issue:
Before I start exploring workarounds, I’d like to understand the current limits and expectations of Annotorious regarding very large annotations:
Any guidance or best practices for handling large geometries would be greatly appreciated. Thanks!
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