QuickTime Animation

Last updated

QuickTime Animation format (also known as QuickTime RLE) is a video compression format and codec created by Apple Computer to enable playback of RGB video in real time without expensive hardware. [1] [2] It is generally found in the QuickTime container with the FourCC 'rle '. [note 1] It can perform either lossless or lossy compression and is one of the few video codecs that supports an alpha channel. Supported color depths are 1-bit (monochrome), 15-bit RGB, 24-bit RGB, 32-bit ARGB, as well as palettized RGB. As a result of reverse-engineering of the format, a decoder is implemented in XAnim as well as an encoder and decoder in libavcodec. [3] [4]

Contents

Technical Details

QuickTime Animation uses run-length encoding and conditional replenishment for compression. [2] When encoding, the input frame is scanned pixel-wise in raster-scan order and processed line-wise. [2] Within a line, pixels are segmented into runs, the length of which is variable and signaled in the bitstream. For each run, one of three coding modes is used: same color, skip, or PCM. [2] In same color mode, a run of pixels is represented by a single color in a run-length encoding fashion. If pixels with different colors are joined into a run (of a single color) by the encoder, the coding process is lossy, otherwise it is lossless. The lossless mode is used at the 100% quality level. In skip mode, the run of pixels is left unchanged from the previous frame (conditional replenishment). In PCM mode, the color of each pixel is written to the bitstream, without any compression. [2]

Run-length encoding works well on content with large areas of constant color. Conditional replenishment works well if only small areas change from frame to frame. QuickTime Animation works well on content with both these properties, such as traditional 2-D animation and screencast content. [5] For natural video and complex 3D rendered scenes, in which runs of constant color rarely occur, only low compression ratios can be achieved in lossless mode, and the merging of runs becomes visible as noise in lossy mode.

See also

Notes

  1. Three letters followed by a space.

Related Research Articles

In information theory, data compression, source coding, or bit-rate reduction is the process of encoding information using fewer bits than the original representation. Any particular compression is either lossy or lossless. Lossless compression reduces bits by identifying and eliminating statistical redundancy. No information is lost in lossless compression. Lossy compression reduces bits by removing unnecessary or less important information. Typically, a device that performs data compression is referred to as an encoder, and one that performs the reversal of the process (decompression) as a decoder.

<span class="mw-page-title-main">Lossy compression</span> Data compression approach that reduces data size while discarding or changing some of it

In information technology, lossy compression or irreversible compression is the class of data compression methods that uses inexact approximations and partial data discarding to represent the content. These techniques are used to reduce data size for storing, handling, and transmitting content. The different versions of the photo of the cat on this page show how higher degrees of approximation create coarser images as more details are removed. This is opposed to lossless data compression which does not degrade the data. The amount of data reduction possible using lossy compression is much higher than using lossless techniques.

PCX, standing for PiCture eXchange, was an image file format developed by the now-defunct ZSoft Corporation of Marietta, Georgia, United States. It was the native file format for PC Paintbrush and became one of the first widely accepted DOS imaging standards, although it has since been succeeded by more sophisticated image formats, such as BMP, JPEG, and PNG. PCX files commonly stored palette-indexed images ranging from 2 or 4 colors to 16 and 256 colors, although the format has been extended to record true-color (24-bit) images as well.

Monkey's Audio is an algorithm and file format for lossless audio data compression. Lossless data compression does not discard data during the process of encoding, unlike lossy compression methods such as Advanced Audio Coding, MP3, Vorbis, and Opus. Therefore, it may be decompressed to a file that is identical to the source material.

<span class="mw-page-title-main">FFmpeg</span> Multimedia framework

FFmpeg is a free and open-source software project consisting of a suite of libraries and programs for handling video, audio, and other multimedia files and streams. At its core is the command-line ffmpeg tool itself, designed for processing of video and audio files. It is widely used for format transcoding, basic editing, video scaling, video post-production effects and standards compliance.

<span class="mw-page-title-main">Smacker video</span> Digital video file format

Smacker video is a video file format developed by RAD Game Tools, and primarily used for full-motion video in video games. Smacker uses an adaptive 8-bit RGB palette. RAD's format for video at higher color depths is Bink Video. The Smacker format specifies a container format, a video compression format, and an audio compression format. Since its release in 1994, Smacker has been used in over 2300 games. Blizzard used this format for the cinematic videos seen in its games Warcraft II, StarCraft and Diablo I.

<span class="mw-page-title-main">Lagarith</span> Open source lossless video codec

Lagarith is an open source lossless video codec written by Ben Greenwood. It is a fork of the code of HuffYUV and offers better compression at the cost of greatly reduced speed on uniprocessor systems. Lagarith was designed and written with a few aims in mind:

Avid DNxHD is a lossy high-definition video post-production codec developed by Avid for multi-generation compositing with reduced storage and bandwidth requirements. It is an implementation of SMPTE VC-3 standard.

Microsoft Video 1 or MS-CRAM is an early lossy video compression and decompression algorithm (codec) that was released with version 1.0 of Microsoft's Video for Windows in November 1992. It is based on MotiVE, a vector quantization codec which Microsoft licensed from Media Vision. In 1993, Media Vision marketed the Pro Movie Spectrum, an ISA board that captured video in both raw and MSV1 formats.

JPEG XR is an image compression standard for continuous tone photographic images, based on the HD Photo specifications that Microsoft originally developed and patented. It supports both lossy and lossless compression, and is the preferred image format for Ecma-388 Open XML Paper Specification documents.

<span class="mw-page-title-main">Progressive Graphics File</span> File format

PGF is a wavelet-based bitmapped image format that employs lossless and lossy data compression. PGF was created to improve upon and replace the JPEG format. It was developed at the same time as JPEG 2000 but with a focus on speed over compression ratio.

<span class="mw-page-title-main">WebP</span> Image file format

WebP is a raster graphics file format developed by Google intended as a replacement for JPEG, PNG, and GIF file formats. It supports both lossy and lossless compression, as well as animation and alpha transparency.

Apple Video is a lossy video compression and decompression algorithm (codec) developed by Apple Inc. and first released as part of QuickTime 1.0 in 1991. The codec is also known as QuickTime Video, by its FourCC RPZA and the name Road Pizza. When used in the AVI container, the FourCC AZPR is also used.

QuickTime Graphics is a lossy video compression and decompression algorithm (codec) developed by Apple Inc. and first released as part of QuickTime 1.x in the early 1990s. The codec is also known by the name Apple Graphics and its FourCC SMC. The codec operates on 8-bit palettized RGB data. The bit-stream format of QuickTime Graphics has been reverse-engineered and a decoder has been implemented in the projects XAnim and libavcodec.

Apple ProRes is a high quality, "visually lossless" lossy video compression format developed by Apple Inc. for use in post-production that supports video resolution up to 8K. It is the successor of the Apple Intermediate Codec and was introduced in 2007 with Final Cut Studio 2. Much like the H.26x and MPEG standards, the ProRes family of codecs use compression algorithms based on the discrete cosine transform (DCT). ProRes is widely used as a final format delivery method for HD broadcast files in commercials, features, Blu-ray and streaming.

Display Stream Compression (DSC) is a VESA-developed video compression algorithm designed to enable increased display resolutions and frame rates over existing physical interfaces, and make devices smaller and lighter, with longer battery life. It is a low-latency algorithm based on delta PCM coding and YCGCO-R color space.

JPEG XL is a royalty-free raster-graphics file format that supports both lossy and lossless compression. It is designed to outperform existing raster formats and thus become their universal replacement.

The Quite OK Image Format (QOI) is a specification for lossless image compression of 24-bit or 32-bit color raster (bitmapped) images, invented by Dominic Szablewski and first announced on 24 November 2021.

References

  1. "QuickTime File Format" (PDF). Inside QuickTime: The QuickTime Technical Reference Library. Apple Inc. 2000. Archived from the original (PDF) on March 7, 2000. Retrieved 5 April 2013.
  2. 1 2 3 4 5 "Apple QuickTime RLE". MultimediaWiki. 24 May 2011. Retrieved 9 April 2013.
  3. Mark Podlipec (10 December 1997). "xanim.2.70.6.4.2 README". XAnim. Archived from the original on 28 December 2015. Retrieved 4 April 2013.
  4. "FFmpeg Documentation". FFmpeg. Retrieved 4 April 2013.
  5. Peter Hosey (8 December 2013). "Screencast codec showdown: The codecs: Animation". Archived from the original on 3 July 2013. Retrieved 9 April 2013.