Drawing Image Using Bitmap

You can read the images into memory once at the beginning of the program and then use the drawImageFromBuffer function.

/**
 * @brief Draws an image on the screen using the contents of the memory buffer.
 * @param buffer A pointer to a buffer containing image data in either bmp or png format.
 * @param x The x-coordinate at which the left edge of the image will be drawn.
 * @param y The y-coordinate at which the top edge of the image will be drawn.
 * @param bufferLen The size of the source image buffer in bytes.
 * @return Returns true if the image was successfully drawn on the screen.
 * @details
 *  This function draws an image on the screen using the contents of a buffer into which
 *  either BMP or PNG raw data has already been read.  The contents may have come from a
 *  file on the SD card or have been statically declared in the code.  The image should be
 *  no larger than the V5 Screen, that is, a maximum of 480 pixels wide by 272 pixels high.
 *  The top/left corner of the image is placed at the coordinates given by x and y, these can
 *  be negative if desired.
*/
bool     drawImageFromBuffer( uint8_t  *buffer, int x, int y, int bufferLen );

or, if the images are small, embed them directly into the code, see this example.