Android Camera2 API YUV_420_888 to JPEG

I am not sure, but I think you are taking only one of the plane of the YUV_420_888 format (luminance part).

In my case, I usually transform my image to byte[] in this way.

            Image m_img;
            Log.v(LOG_TAG,"Format -> "+m_img.getFormat());
            Image.Plane Y = m_img.getPlanes()[0];
            Image.Plane U = m_img.getPlanes()[1];
            Image.Plane V = m_img.getPlanes()[2];

            int Yb = Y.getBuffer().remaining();
            int Ub = U.getBuffer().remaining();
            int Vb = V.getBuffer().remaining();

            data = new byte[Yb + Ub + Vb];
            //your data length should be this byte array length.

            Y.getBuffer().get(data, 0, Yb);
            U.getBuffer().get(data, Yb, Ub);
            V.getBuffer().get(data, Yb+ Ub, Vb);
            final int width = m_img.getWidth();
            final int height = m_img.getHeight();

And I use this byte buffer to transform to rgb.

Hope this helps.

Cheers. Unai.

I solved this problem by using YUV_420_888 image format and converting it to JPEG image format manually.

imageReader = ImageReader.newInstance(MAX_PREVIEW_WIDTH, MAX_PREVIEW_HEIGHT, 
                                      ImageFormat.YUV_420_888, 5);
imageReader.setOnImageAvailableListener(this, null);

Surface imageSurface = imageReader.getSurface();
List<Surface> surfaceList = new ArrayList<>();
//...add other surfaces
previewRequestBuilder = cameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_PREVIEW);
                    new CameraCaptureSession.StateCallback() {
//...implement onConfigured, onConfigureFailed for StateCallback
}, null);

public void onImageAvailable(ImageReader reader) {
    Image image = reader.acquireLatestImage();
    if (image != null) {
        //converting to JPEG
        byte[] jpegData = ImageUtils.imageToByteArray(image);
        //write to file (for example ..some_path/frame.jpg)
        FileManager.writeFrame(FILE_NAME, jpegData);

public final class ImageUtil {

    public static byte[] imageToByteArray(Image image) {
        byte[] data = null;
        if (image.getFormat() == ImageFormat.JPEG) {
            Image.Plane[] planes = image.getPlanes();
            ByteBuffer buffer = planes[0].getBuffer();
            data = new byte[buffer.capacity()];
            return data;
        } else if (image.getFormat() == ImageFormat.YUV_420_888) {
            data = NV21toJPEG(
                    image.getWidth(), image.getHeight());
        return data;

    private static byte[] YUV_420_888toNV21(Image image) {
        byte[] nv21;
        ByteBuffer yBuffer = image.getPlanes()[0].getBuffer();
        ByteBuffer vuBuffer = image.getPlanes()[2].getBuffer();

        int ySize = yBuffer.remaining();
        int vuSize = vuBuffer.remaining();

        nv21 = new byte[ySize + vuSize];

        yBuffer.get(nv21, 0, ySize);
        vuBuffer.get(nv21, ySize, vuSize);

        return nv21;

    private static byte[] NV21toJPEG(byte[] nv21, int width, int height) {
        ByteArrayOutputStream out = new ByteArrayOutputStream();
        YuvImage yuv = new YuvImage(nv21, ImageFormat.NV21, width, height, null);
        yuv.compressToJpeg(new Rect(0, 0, width, height), 100, out);
        return out.toByteArray();

public final class FileManager {
    public static void writeFrame(String fileName, byte[] data) {
        try {
            BufferedOutputStream bos = new BufferedOutputStream(new FileOutputStream(fileName));
//            Log.e(TAG, "" + data.length + " bytes have been written to " + filesDir + fileName + ".jpg");
        } catch (IOException e) {

Your code is requesting JPEG-format images, which are compressed. They'll change in size for every frame, and they'll be much smaller than the uncompressed image. If you want to do nothing besides save JPEG images, you can just save what you have in the byte[] data to disk and you're done.

If you want to actually do something with the JPEG, you can use BitmapFactory.decodeByteArray() to convert it to a Bitmap, for example, though that's pretty inefficient.

Or you can switch to YUV, which is more efficient, but you need to do more work to get a Bitmap out of it.