I'm trying to multithread some OpenCV4Android code. I divide a 432x432 image into 9 144x144 segments and pass each to a different thread:
Thread[] threads = new Thread[9];
for (int i = 0; i < 3; i++) {
    for (int j = 0; j < 3; j++) {
        threads[3*i+j] = new Thread(new MyThread(image.rowRange(144*i, 144*(i+1)).colRange(144*j, 144*(j+1))));
        threads[3*i+j].start();
    }
}
for (Thread thread : threads) try {thread.join();} catch (InterruptedException e) {};
Here is the thread class:
public class MyThread implements Runnable {
    final Mat block;
    public MyThread(Mat block) {
        this.block = block;
    }
    public void run() {
        /* do image processing on block */
        Mat kernel = Imgproc.getStructuringElement(Imgproc.MORPH_ELLIPSE, new Size(19,19));
        Mat closed = new Mat();
        Imgproc.morphologyEx(block, closed, Imgproc.MORPH_CLOSE, kernel);
        Core.divide(block, closed, block, 1, CvType.CV_32F);
        Core.normalize(block, block, 0, 255, Core.NORM_MINMAX);
        block.convertTo(block, CvType.CV_8UC1);     
        Imgproc.threshold(block, block, -1, 255, Imgproc.THRESH_BINARY_INV+Imgproc.THRESH_OTSU);
    }
}
I have two issues:
- Although the threads are modifying the individual blocks correctly, the modifications are not showing up in the final image. This would make sense if - Mat blockwere passed by value to the thread, but Java should be passing its reference to the thread instead.
- The runtime is longer than the unthreaded code - in my emulator, it goes up from ~1200 to ~1500 ms. Is this a problem with the emulator, or is multithreading a really bad idea here for some reason? 
 
     
    