Thumbnails & Caching
Thumbnails are the technical cornerstone of Sharp Stock's ultra-fast browsing experience. The system deeply integrates the main process image processing engine with the real-time preview capabilities of the rendering viewport to generate high-definition thumbnail caches for images, videos, Spine animations, and 3D models.

1. Generation Logic Overview
- Asynchronous Task Queue: When you enter a folder, import new assets, or refresh the list, the system automatically adds resources missing previews to a task queue. Static images are scaled by the background engine and persistently written to the
thumbnailsdirectory within the library. - Persistent Local Cache: Once generated, thumbnails are permanently stored in the asset library directory. Even after closing and reopening the application, the system can achieve instantaneous loading without re-decoding the original large images.
- View-Linked Generation: For complex assets such as Spine animations, 3D models, and videos, the system uses an "on-demand generation" strategy, only performing preview generation tasks for asset cards within the visible area of the current main view grid.
2. Category-Specific Generation Strategies
The system employs optimized processing flows for assets with different characteristics:
Common Bitmaps (PNG, JPG, WebP, etc.)
- Scaled directly by the main process using high-performance image libraries, ensuring core visual features are retained even at low resolutions.
Video Assets (MP4, MOV, WebM, etc.)
- Precise Frame Capture: The system automatically locates approximately 10% into the video duration (or within the first second) to capture a keyframe and save it as a cache.
- Visibility Priority: Video frame capture is only for items currently on screen. Areas not yet scrolled to will temporarily display video format icons until they enter the field of view.
- Decoding Limit Prompt: Some special encodings (e.g., older AVI, WMV) may be unable to capture frames due to system decoder limitations. Refer to Video Management for details.
Spine 2D Skeletal Animation
- Uses the built-in professional Spine runtime environment to load skeleton data and atlases in the rendering process, automatically selecting feature frames to generate high-fidelity previews.
3D Models (FBX, GLB, GLTF)
- Calls the 3D rendering engine to load models in real-time, rendering a snapshot from a default perspective and saving it as a cache image.
3. Manual Maintenance & Troubleshooting
If thumbnail display errors occur (e.g., black images, outdated images) due to external file replacement or system anomalies, you can fix them using the following methods.
Cache Cleanup & Rebuild
Go to [Settings] → [Maintenance & Optimization] → [Rebuild Thumbnails]:
- Orphan File Cleanup: The system will automatically scan and delete redundant cache files that no longer have corresponding assets.
- Automatic Completion: The main process will attempt to regenerate thumbnails for image assets missing previews; Spine and 3D models will be automatically completed the next time you browse the grid view.
4. Performance & Browsing Suggestions
- Queue Mechanism: After large-scale resource imports, thumbnail generation requires a certain processing cycle. With extremely many items, it's recommended to wait a moment to obtain a complete visual preview.
- Placeholder Description: While rapidly scrolling lists, if cards temporarily show type icons or loading animations, it means the asset is waiting in the queue or has not yet entered the visible generation batch. Usually, they will update after minor scrolling or a short pause.
TIP
Thumbnail generation puts some load on the CPU and disk I/O. When processing ultra-large resource libraries, the background generation process may slightly affect system responsiveness.