https://wiki.multimedia.cx/api.php?action=feedcontributions&user=C0D3K&feedformat=atomMultimediaWiki - User contributions [en]2019-12-06T00:07:44ZUser contributionsMediaWiki 1.32.2https://wiki.multimedia.cx/index.php?title=Iterated_Function_Systems_(IFS)&diff=15450Iterated Function Systems (IFS)2019-04-30T18:22:29Z<p>C0D3K: info about IFS, need to edit the other IFS page</p>
<hr />
<div>*Documentation Pulled From: http://links.uwaterloo.ca/ResearchIFSFractalCoding.html<br />
<br />
=== Iterated Function Systems (IFS) ===<br />
* IFS is the term originally devised by Michael Barnsley and Steven Demko [1] for a collection of contraction mappings over a complete metric space, typically compact subsets of R^n. Systems of contraction mappings had been considered previously by a number authors for various purposes. But the landmark papers of John Hutchinson [2] and, independently, Barnsley and Demko [1] showed how such systems of mappings with associated probabilities could be used to construct fractal sets and measures: the former from a geometric measure theory setting and the latter from a probabilistic setting. For those who are not familiar with IFS, we'll provide a simple discussion and example a little later in this section.<br />
<br />
* Just as important, however, was the fact that the Barnsley/Demko paper was the first to suggest that IFS could be used to approximate natural objects. This was the seed of the inverse problem of fractal approximation: Given a "target" set, S, for example, a leaf, can we find an IFS with attractor A (see below) that approximates S to a reasonable degree.<br />
<br />
* In a subsequent paper, Barnsley and students [3] showed how the inverse problem of fractal approximation was could be reformulated by means of the infamous "Collage Theorem": instead of trying to find an IFS whose attractor A would match the target S (a very tedious and difficult problem), one can look for an IFS that maps A as close as possible to itself. More on this later."<br />
<br />
<br />
=== Fractal Image Coding ===<br />
* After [3], the next natural question was: "Can we use IFS to approximate images?" The seminal paper [4] by A. Jacquin, then a Ph.D. student of Barnsley at Georgia Tech, provided the basis of block-based fractal image coding which is still used today. Jacquin's paper launched an intensive activity in fractal image compression [5-7]. Indeed, in the meantime, Barnsley left Georgia Tech to found the company Iterated Systems which was dedicated to the commercialization of fractal image compression.<br />
<br />
* In fractal image coding, one tries again to approximate a "target" image y with the fixed point x' of a contractive fractal transform T. In general, however, this direct inverse problem is difficult because of the complex nature of the fractal transform, which maps modified subimages onto other regions. A great simplification is afforded by the Collage Theorem of Ref. [3] above. In collage coding, one looks for a transform T that minimizes the so-called collage distance d(y,Ty). Most, if not all, fractal image coding methods rely on collage coding.<br />
<br />
* Fractal compression methods were actually quite competitive until the appearance of powerful wavelet-based methods and, subsequently, context-based coders. Nevertheless, it has always been the philosophy of the Waterloo research programme that fractal-based methods are interesting mathematically and that they may also be able to provide useful information about images. We are indeed finding that there is much "life after compression". <br />
<br />
* Very briefly, block-based fractal image coding is a "local IFS" procedure. Given an image I, one typically seeks to approximate its subimages on n x n range subblocks R_i with contracted (i.e., decimated) and greyscale-modified subimages on 2n x 2n domain subblocks D_j. For each range block, one searches for the best domain block D_i from a domain pool. The larger the domain pool, the better opportunity for a good approximation, but at the expense of higher search times.<br />
<br />
<br />
=== A Simple Introduction to IFS ===<br />
<br />
* Suppose that w : X -> X is a contraction mapping of a complete metric space (X,d) to itself. Then, by the celebrated Banach Fixed Point Theorem, there is a unique point x' in X such that w(x') = x', the fixed point of w. Moreover, for any starting point x_0 in X, the sequence of points {x_n} defined by the iteration procedure x_{n+1}=w(x_n) converges to x' as n -> infinity. In other words, x' is an attractive fixed point .<br />
<br />
* Now suppose that we have more than one contraction mapping on X, i.e. w_i : X -> X, i=1,...N. Each of these maps w_i will have its own fixed point x'_i. And, of course, if we apply only one of these maps repeatedly, say w_P, then the iteration sequence {x_n} will converge to its fixed point x'_P. But what happens if you pick the maps at random? Clearly, each map will be fighting to bring the sequence to its own fixed point!<br />
<br />
* Assuming that you pick each map w_i with a nonzero probability p_i (sum of p_i = 1), the sequence will eventually approach a unique set, the "attractor" A of the "iterated function system" W = {w_1, ... , w_N}, performing a random walk over it (or at least getting nearer and nearer to it). The probabilities will play a role in determining how often various regions of the attractor are visited.<br />
<br />
<br />
=== Examples on [0,1]: ===<br />
* Example 1:<br />
w_1(x) = x/3, w_2(x) = x/3 + 2/3 <br />
!Note that w_1(0)=0 and w_2(1)=1. Then the attractor of this IFS is the classical Cantor set on [0,1].<br />
<br />
* Example 2:<br />
w_1(x) = x/2, w_2(x) = x/2 + 1/2<br />
!Note again that w_1(0)=0 and w_2(1)=1. Then the attractor of this IFS is the interval [0,1]. If p_1 = p_2 = 1/2, then the distribution of the random-walking iterates {x_n} over the interval [0,1] is uniform. If p_1 > p_2, then there is more probability of finding the iterates in the interval [0,1/2] than in [1/2,1]. But this means that there will be more probability of finding them in [0,1/4] vs. [1/4,1/2] and more in [1/2,3/4] than [3/4,1], and so on. The result is that the visitation frequencies over small sets demonstrate a complicated fractal-like pattern. <br />
<br />
<br />
=== An example in [0,1] X [0,1]: ===<br />
w_1(x,y)=(x/2,y/2), w_2(x,y)=(x/2+1/2,y/2), w_3(x,y)=(x/2,y/2+1/2)<br />
The fixed points of these maps are, respectively, (0,0), (1,0) and (0,1). The attractor of this IFS is a "rectangular" Sierpinski gasket with corners at these fixed points.<br />
<br />
* Note: Let us go back to Franklin Mendvil's beautiful montage of photos presented above. Starting at the upper left photo (which could be considered as the "seed" set), if you scan left-to-right and then move down and scan left-to-right again, you have the first six "sets" that are approaching this "rectangular" Sierpinski gasket. <br />
<br />
* For a little more discussion on this subject, along with a quite readable introduction to fractal image coding, you may wish to look at E.R. Vrscay's [http://links.uwaterloo.ca/papers/waterloo/vr95.pdf Hitchhiker's Guide to Fractal Image Compression]. It was written for a general audience with some undergraduate mathematical knowledge. Ref. [8] below is also a very nice and readable discussion of fractal image coding. <br />
<br />
=== References ===<br />
* 1. M.F. Barnsley and S. Demko, Iterated function systems and the global construction of fractals, Proc. Roy. Soc. London A399, 243-275 (1985). <br />
* 2. J. Hutchinson, Fractals and self-similarity, Indiana Univ. J. Math. 30, 713-747 (1981).<br />
* 3. M.F. Barnsley, V. Ervin, D. Hardin and J. Lancaster, Solution of an inverse problem for fractals and other sets, Proc. Nat. Acad. Sci. USA 83, 1975-1977 (1985).<br />
* 4 . A. Jacquin, Image coding based on a fractal theory of iterated contractive image transformations, IEEE Trans. Image Proc. 1, 18-30 (1992).<br />
* 5. M.F. Barnsley and L.P. Hurd, Fractal Image Compression, A.K. Peters, Wellesley, Mass. (1993).<br />
* 6. Y. Fisher, Fractal Image Compression, Theory and Application, Springer-Verlag, New York (1995).<br />
* 7. N. Lu, Fractal Imaging, Academic Press, New York (1997). <br />
* 8. Y. Fisher, A discussion of fractal image compression, in Chaos and Fractals, New Frontiers of Science, H.-O. Peitgen, H. Jurgens and D. Saupe, Springer-Verlag, Heidelberg (1994).</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=IFS&diff=15449IFS2019-04-30T15:41:33Z<p>C0D3K: </p>
<hr />
<div>* Extension: .ifs<br />
* Website: http://www.verrando.com/pulcini/gp-ifs1.html<br />
* Theory: http://www.verrando.com/pulcini/gp-ifs4.html<br />
* Author: Giovambattista Pulcini<br />
<br />
=== Overview ===<br />
<br />
A Fractal image format made in 1995 to convert TrueColor images into an Fractal format.<br />
<br />
The program is partially based on Yuval Fisher's [https://web.archive.org/web/20020208225342/http://inls.ucsd.edu/Research/Fisher/Fractals/enc.c enc.c]/[https://web.archive.org/web/20020122033408/http://inls.ucsd.edu/Research/Fisher/Fractals/dec.c dec.c], but uses a simpler classification scheme. <br />
<br />
Software & Sources: <br />
[http://www.verrando.com/pulcini/ftp/ifsaf.zip IFSAF]<br />
[http://www.verrando.com/pulcini/ftp/ifsdlglt.zip IFSAF dlg lite] for NT and 95<br />
[http://www.verrando.com/pulcini/ftp/ifssrclt.zip IFSAF dlg lite source]<br />
<br />
[[Category:Container Formats]]<br />
[[Category:Image Formats]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=IFS&diff=15448IFS2019-04-30T15:41:03Z<p>C0D3K: </p>
<hr />
<div>* Extension: .ifs<br />
* Website: http://www.verrando.com/pulcini/gp-ifs1.html<br />
* Theory: http://www.verrando.com/pulcini/gp-ifs4.html<br />
* Author: Giovambattista Pulcini<br />
<br />
=== Overview ===<br />
<br />
A Fractal image format made in 1995 to convert TrueColor images into an Fractal format.<br />
<br />
The program is partially based on Yuval Fisher's [https://web.archive.org/web/20020208225342/http://inls.ucsd.edu/Research/Fisher/Fractals/enc.c enc.c]/[http://inls.ucsd.edu/Research/Fisher/Fractals/dec.c dec.c], but uses a simpler classification scheme. <br />
<br />
Software & Sources: <br />
[http://www.verrando.com/pulcini/ftp/ifsaf.zip IFSAF]<br />
[http://www.verrando.com/pulcini/ftp/ifsdlglt.zip IFSAF dlg lite] for NT and 95<br />
[http://www.verrando.com/pulcini/ftp/ifssrclt.zip IFSAF dlg lite source]<br />
<br />
[[Category:Container Formats]]<br />
[[Category:Image Formats]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=IFS&diff=15447IFS2019-04-30T07:46:58Z<p>C0D3K: </p>
<hr />
<div>* Extension: .ifs<br />
* Website: http://www.verrando.com/pulcini/gp-ifs1.html<br />
* Theory: http://www.verrando.com/pulcini/gp-ifs4.html<br />
* Author: Giovambattista Pulcini<br />
<br />
=== Overview ===<br />
<br />
A Fractal image format made in 1995 to convert TrueColor images into an Fractal format.<br />
<br />
The program is partially based on Yuval Fisher's enc.c/dec.c, but uses a simpler classification scheme. <br />
<br />
Software & Sources: <br />
[http://www.verrando.com/pulcini/ftp/ifsaf.zip IFSAF]<br />
[http://www.verrando.com/pulcini/ftp/ifsdlglt.zip IFSAF dlg lite] for NT and 95<br />
[http://www.verrando.com/pulcini/ftp/ifssrclt.zip IFSAF dlg lite source]<br />
<br />
[[Category:Container Formats]]<br />
[[Category:Image Formats]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=IFS&diff=15446IFS2019-04-29T20:37:08Z<p>C0D3K: Created page with "* Extension: .ifs * Website: http://www.verrando.com/pulcini/gp-ifs1.html * Theory: http://www.verrando.com/pulcini/gp-ifs4.html * Author: Giovambattista Pulcini === Overview..."</p>
<hr />
<div>* Extension: .ifs<br />
* Website: http://www.verrando.com/pulcini/gp-ifs1.html<br />
* Theory: http://www.verrando.com/pulcini/gp-ifs4.html<br />
* Author: Giovambattista Pulcini<br />
<br />
=== Overview ===<br />
<br />
A Fractal image format made in 1995 to convert TrueColor images into an Fractal format.<br />
<br />
Software & Sources: <br />
[http://www.verrando.com/pulcini/ftp/ifsaf.zip IFSAF]<br />
[http://www.verrando.com/pulcini/ftp/ifsdlglt.zip IFSAF dlg lite] for NT and 95<br />
[http://www.verrando.com/pulcini/ftp/ifssrclt.zip IFSAF dlg lite source]<br />
<br />
[[Category:Container Formats]]<br />
[[Category:Image Formats]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Lossless_Codec_Libraries&diff=15445Lossless Codec Libraries2019-04-29T06:09:40Z<p>C0D3K: </p>
<hr />
<div>''This page is based on the document 'Description of the LCL codecs (MSZH and ZLIB)' by Roberto Togni found at [http://multimedia.cx/lcl.txt http://multimedia.cx/lcl.txt].''<br />
<br />
* FOURCCs: MSZH and ZLIB<br />
* Frame type: intra only<br />
* Website: http://www.geocities.jp/sandk_project/LRC.htm (Japanese)<br />
* Samples: http://samples.mplayerhq.hu/V-codecs/mszh-zlib/<br />
* Mirrored Codecs: [https://web.archive.org/web/20070108024547if_/http://www.geocities.jp:80/sandk_project/prg/LCL223.ZIP LCL 2.2.3][https://web.archive.org/web/20050131045315if_/http://www.geocities.co.jp:80/Playtown-Denei/2837/prg/LCL222.ZIP LCL 2.2.2][https://web.archive.org/web/20040315230350if_/http://www.geocities.co.jp:80/Playtown-Denei/2837/prg/LCL120A.LZH LCL 1.2.0a]<br />
<br />
These two codecs, used in [[Microsoft Audio/Video Interleaved|AVI]] files, were created by Kenji Oshima to compress digital animation. MSZH is based on a simple proprietary compressor while ZLIB uses deflate method found in the [http://www.zlib.org zlib library] to compress frames.<br />
<br />
This description is based on LCL Ver 2.23 dated 2000.09.20. <br />
<br />
== Basic Description ==<br />
<br />
The codec converts original RGB24 image data to a target colorspace and compresses it with a selected algorithm. The codec can also remove unchanged frames and replace them with null frames, and can filter image data before compression. The only difference between avimszh and avizlib is in the stream compressor. PNG filtering is available only in avizlib. Except for null frames, there is no temporal compression, and all frames can be decoded independently from the others. Each AVI chunk contains one frame. In case of multithreaded mode the two sections are stored into the same chunk.<br />
<br />
== File Header ==<br />
<br />
Codec information is stored at the end of [[BITMAPINFOHEADER]] structure into AVI header. This structure is 8 bytes longer than the standard structure.<br />
<br />
struct {<br />
standard BITMAPINFOHEADER fields<br />
<br />
unsigned char unknown[4];<br />
unsigned char imagetype;<br />
unsigned char compression;<br />
unsigned char flags;<br />
unsigned char codec;<br />
} BITMAPINFOHEADER_extended<br />
<br />
<br />
* unknown:<br />
always [4, 0, 0, 0]<br />
<br />
* codec:<br />
1 mszh<br />
3 zlib<br />
<br />
* imagetype:<br />
0 [[YUV 1:1:1]]<br />
1 [[YUV 4:2:2]]<br />
2 [[Lossless Codec Libraries#RGB24|RGB24]]<br />
3 [[YUV 4:1:1]]<br />
4 [[YUV 2:1:1]]<br />
5 [[YUV 4:2:0]]<br />
<br />
* compression:<br />
0 mszh: compression<br />
1 mszh: no compression, zlib: hispeed compression<br />
9 zlib: high compression<br />
-1 zlib: normal compression (zlib standard level)<br />
<br />
* flags:<br />
bit 0: multithread used<br />
bit 1: nullframe insertion used<br />
bit 3: png fileter used (zlib only)<br />
<br />
== Image Types ==<br />
<br />
'''(TODO: These should probably be moved to their own pages)'''<br />
<br />
=== RGB24 ===<br />
<br />
This colorspace is laid out as standard Blue-Green-Red order color data, totaling 3 bytes per pixel.<br />
<br />
=== YUV ===<br />
<br />
YUV formats can be converted to RGB using the following equations:<br />
R = Y + 1.403V'<br />
G = Y - 0.344U' - 0.714V'<br />
B = Y + 1.770U'<br />
or, in a programmer-friendly form (integer math)<br />
b = ((y << 20) + u * 1858076 + 0x80000) >> 20;<br />
g = ((y << 20) - u * 360857 - v * 748830 + 0x80000) >> 20;<br />
r = ((y << 20) + v * 1470103 + 0x80000) >> 20;<br />
Values are then clamped to 0-255 range.<br />
<br />
Please note that these equations don't have the 128 offset value into U and V components.<br />
<br />
YUV structure: packed format with various subsampling factors<br />
'''(TODO: add byte order and description for every YUV format)'''<br />
<br />
Please note that byte order is different from standard YUV formats with the same name!<br />
<br />
== Compression ==<br />
<br />
As the codec name suggests, all compressors are lossless.<br />
<br />
=== Zlib compression ===<br />
<br />
This mode uses the standard zlib deflate method. For algorithm description refer to the zlib docs. The compressor state is reset every frame (decode every frame independently). Compression codes (1, 9, -1) have the same meaning as zlib compression flags. Zlib does not require compression level at decompressor so the value is there only for informational purposes.<br />
<br />
=== Mszh ===<br />
<br />
No compression: Just does what it says, image is not compressed at all.<br />
<br />
Mszh compression: Works by copying blocks from already decoded data.<br />
'''(TODO: add mszh decompression algorithm)'''<br />
<br />
== Flags ==<br />
<br />
=== Multithreaded ===<br />
<br />
The encoded image is split in two independent blocks. The decoder must decode them separately and concatenate the resulting images. <br />
'''(TODO: add length and offset fields)'''<br />
<br />
=== Nullframe ===<br />
<br />
If one frame is unchanged from the previous frame, the coder replaces the new frame with a null frame.<br />
<br />
=== PNG Filter (zlib only) ===<br />
<br />
It is unclear why this is called a PNG filter since it has nothing to do with filters used in pnglib. All filters share the same structure, but the implementation depends on the colorspace. PNG filters are line-based, first pixel is stored unchanged, then other values are stored as difference from the previous ones. The filter (if any) is applied between decompression and colorspace conversion.<br />
<br />
'''(TODO: add structure for each pngfilter)'''<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Lossless_Codec_Libraries&diff=15444Lossless Codec Libraries2019-04-29T06:09:06Z<p>C0D3K: </p>
<hr />
<div>''This page is based on the document 'Description of the LCL codecs (MSZH and ZLIB)' by Roberto Togni found at [http://multimedia.cx/lcl.txt http://multimedia.cx/lcl.txt].''<br />
<br />
* FOURCCs: MSZH and ZLIB<br />
* Frame type: intra only<br />
* Website: http://www.geocities.jp/sandk_project/LRC.htm (Japanese)<br />
* Samples: http://samples.mplayerhq.hu/V-codecs/mszh-zlib/<br />
* Mirrored Codecs: [https://web.archive.org/web/20070108024547if_/http://www.geocities.jp:80/sandk_project/prg/LCL223.ZIP LCL 2.2.3] [https://web.archive.org/web/20050131045315if_/http://www.geocities.co.jp:80/Playtown-Denei/2837/prg/LCL222.ZIP LCL 2.2.2][https://web.archive.org/web/20040315230350if_/http://www.geocities.co.jp:80/Playtown-Denei/2837/prg/LCL120A.LZH LCL 1.2.0a]<br />
<br />
These two codecs, used in [[Microsoft Audio/Video Interleaved|AVI]] files, were created by Kenji Oshima to compress digital animation. MSZH is based on a simple proprietary compressor while ZLIB uses deflate method found in the [http://www.zlib.org zlib library] to compress frames.<br />
<br />
This description is based on LCL Ver 2.23 dated 2000.09.20. <br />
<br />
== Basic Description ==<br />
<br />
The codec converts original RGB24 image data to a target colorspace and compresses it with a selected algorithm. The codec can also remove unchanged frames and replace them with null frames, and can filter image data before compression. The only difference between avimszh and avizlib is in the stream compressor. PNG filtering is available only in avizlib. Except for null frames, there is no temporal compression, and all frames can be decoded independently from the others. Each AVI chunk contains one frame. In case of multithreaded mode the two sections are stored into the same chunk.<br />
<br />
== File Header ==<br />
<br />
Codec information is stored at the end of [[BITMAPINFOHEADER]] structure into AVI header. This structure is 8 bytes longer than the standard structure.<br />
<br />
struct {<br />
standard BITMAPINFOHEADER fields<br />
<br />
unsigned char unknown[4];<br />
unsigned char imagetype;<br />
unsigned char compression;<br />
unsigned char flags;<br />
unsigned char codec;<br />
} BITMAPINFOHEADER_extended<br />
<br />
<br />
* unknown:<br />
always [4, 0, 0, 0]<br />
<br />
* codec:<br />
1 mszh<br />
3 zlib<br />
<br />
* imagetype:<br />
0 [[YUV 1:1:1]]<br />
1 [[YUV 4:2:2]]<br />
2 [[Lossless Codec Libraries#RGB24|RGB24]]<br />
3 [[YUV 4:1:1]]<br />
4 [[YUV 2:1:1]]<br />
5 [[YUV 4:2:0]]<br />
<br />
* compression:<br />
0 mszh: compression<br />
1 mszh: no compression, zlib: hispeed compression<br />
9 zlib: high compression<br />
-1 zlib: normal compression (zlib standard level)<br />
<br />
* flags:<br />
bit 0: multithread used<br />
bit 1: nullframe insertion used<br />
bit 3: png fileter used (zlib only)<br />
<br />
== Image Types ==<br />
<br />
'''(TODO: These should probably be moved to their own pages)'''<br />
<br />
=== RGB24 ===<br />
<br />
This colorspace is laid out as standard Blue-Green-Red order color data, totaling 3 bytes per pixel.<br />
<br />
=== YUV ===<br />
<br />
YUV formats can be converted to RGB using the following equations:<br />
R = Y + 1.403V'<br />
G = Y - 0.344U' - 0.714V'<br />
B = Y + 1.770U'<br />
or, in a programmer-friendly form (integer math)<br />
b = ((y << 20) + u * 1858076 + 0x80000) >> 20;<br />
g = ((y << 20) - u * 360857 - v * 748830 + 0x80000) >> 20;<br />
r = ((y << 20) + v * 1470103 + 0x80000) >> 20;<br />
Values are then clamped to 0-255 range.<br />
<br />
Please note that these equations don't have the 128 offset value into U and V components.<br />
<br />
YUV structure: packed format with various subsampling factors<br />
'''(TODO: add byte order and description for every YUV format)'''<br />
<br />
Please note that byte order is different from standard YUV formats with the same name!<br />
<br />
== Compression ==<br />
<br />
As the codec name suggests, all compressors are lossless.<br />
<br />
=== Zlib compression ===<br />
<br />
This mode uses the standard zlib deflate method. For algorithm description refer to the zlib docs. The compressor state is reset every frame (decode every frame independently). Compression codes (1, 9, -1) have the same meaning as zlib compression flags. Zlib does not require compression level at decompressor so the value is there only for informational purposes.<br />
<br />
=== Mszh ===<br />
<br />
No compression: Just does what it says, image is not compressed at all.<br />
<br />
Mszh compression: Works by copying blocks from already decoded data.<br />
'''(TODO: add mszh decompression algorithm)'''<br />
<br />
== Flags ==<br />
<br />
=== Multithreaded ===<br />
<br />
The encoded image is split in two independent blocks. The decoder must decode them separately and concatenate the resulting images. <br />
'''(TODO: add length and offset fields)'''<br />
<br />
=== Nullframe ===<br />
<br />
If one frame is unchanged from the previous frame, the coder replaces the new frame with a null frame.<br />
<br />
=== PNG Filter (zlib only) ===<br />
<br />
It is unclear why this is called a PNG filter since it has nothing to do with filters used in pnglib. All filters share the same structure, but the implementation depends on the colorspace. PNG filters are line-based, first pixel is stored unchanged, then other values are stored as difference from the previous ones. The filter (if any) is applied between decompression and colorspace conversion.<br />
<br />
'''(TODO: add structure for each pngfilter)'''<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=CorePNG&diff=15443CorePNG2019-04-29T05:58:01Z<p>C0D3K: </p>
<hr />
<div>* FOURCCs: PNG1<br />
* Name: CorePNG<br />
* Frame type: IP<br />
* Website: [http://corecodec.org/projects/corepng CorePNG codec website]<br />
<br />
This lossless codec is based on the PNG image format.<br />
Each frame can be encoded as-is (I-frame), or can represent a delta from the previous frame (P-frame). In both cases the data is compressed in standard PNG format.<br />
<br />
The codec was originally developed to compress subtitles.<br />
<br />
The codec supports [[Raw RGB|RGB[A]]] and [[Raw YUV|YUV]] colorspaces: In RGB mode every frame is compressed as a PNG image; in YUV mode a frame is stored as 3 PNG images with order Y, U, V.<br />
<br />
=== Binary Mirrors ===<br />
<br />
[http://www.jory.info/serendipity/archives/28-CorePNG-v0.8.2.html Mirror of VfW codec (with source)]<br />
<br />
[https://web.archive.org/web/20040117230558/http://corecodec.org:80/download.php/87/CorePNG-VFW-v0.8.1.exe Another Mirror of VfW codec (with source)]<br />
<br />
[https://web.archive.org/web/20040117231829if_/http://corecodec.org:80/download.php/96/CorePNG-VFW-v0.8.2.exe And Another Mirror of VfW codec (with source)]<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Black_Magic&diff=15442Black Magic2019-04-29T05:43:46Z<p>C0D3K: </p>
<hr />
<div>* Homepage http://www.decklink.com/<br />
* Binary codec: http://www.decklink.com/downloads/codecs/Blackmagic_Codecs_v4.9.zip<br />
<br />
Uncompressed [[YUV]]/[[RGB]] 8/10 bit codec found in [[MOV]] containers.<br />
<br />
Some details about the codec are available at http://www.decklink.com/support/detail.asp?techID=78<br />
<br />
=== Mirrored Binaries ===<br />
[https://web.archive.org/web/20051124153806if_/http://www.decklink.com:80/downloads/codecs/Blackmagic_Codecs_v4.9.zip Windows Mirror] on archive.org<br />
<br />
[https://web.archive.org/web/20060509183340if_/http://decklink.com:80/downloads/codecs/Blackmagic_Codec_OSX.zip OSX Mirror] on archive.org<br />
<br />
[https://web.archive.org/web/20060509183333if_/http://decklink.com:80/downloads/codecs/Blackmagic_Codec_OS9.sit OS9 Mirror] on archive.org<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Black_Magic&diff=15441Black Magic2019-04-29T05:42:59Z<p>C0D3K: </p>
<hr />
<div>* Homepage http://www.decklink.com/<br />
* Binary codec: http://www.decklink.com/downloads/codecs/Blackmagic_Codecs_v4.9.zip<br />
<br />
Uncompressed [[YUV]]/[[RGB]] 8/10 bit codec found in [[MOV]] containers. Some details about the codec are available at http://www.decklink.com/support/detail.asp?techID=78<br />
<br />
=== Mirrored Binaries ===<br />
[https://web.archive.org/web/20051124153806if_/http://www.decklink.com:80/downloads/codecs/Blackmagic_Codecs_v4.9.zip Windows Mirror] on archive.org<br />
<br />
[https://web.archive.org/web/20060509183340if_/http://decklink.com:80/downloads/codecs/Blackmagic_Codec_OSX.zip OSX Mirror] on archive.org<br />
<br />
[https://web.archive.org/web/20060509183333if_/http://decklink.com:80/downloads/codecs/Blackmagic_Codec_OS9.sit OS9 Mirror] on archive.org<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Alparysoft_lossless_codec&diff=15440Alparysoft lossless codec2019-04-29T05:28:31Z<p>C0D3K: </p>
<hr />
<div>* FourCCs: ASLC<br />
* Samples: [http://samples.mplayerhq.hu/V-codecs/ASLC/ http://samples.mplayerhq.hu/V-codecs/ASLC/]<br />
<br />
=== Overview ===<br />
* Compression of video stream is supported in the following formats:<br />
* RGB24, YUY2, YV12, RGB8 (this type is for the grayscale image compression).<br />
<br />
=== Specifications ===<br />
The codec's control is advanced with the following coptions:<br />
<br />
* 1. This option should be used for full-colored video in RGB-format (this option is ignored in YUV format video). This option should be switched off in video with less 16 colors.<br />
<br />
* 2. Interlace effect on video. Allows increasing compression ratio on interlaced video and to decrease it on non-interlaced :)<br />
<br />
* 3. To use the prediction algorithm for full-colored video. It's no use turning on this function in video with less than 16 colors.<br />
<br />
* 4. To use algorithms versions, optimized with SIMD-extension SSE. (supported with processors Intel Pentium III, AMD Athlon XP and older) It allows increasing the speed of compression/decompression to 20-50%. The information about your processor is also screened here (including if it supports SSE).<br />
<br />
<br />
=== Mirrored Binaries ===<br />
* [https://web.archive.org/web/20061216133954if_/http://www.alparysoft.com:80/file.php?id=40 aslcodec-setup.exe] on archive.org<br />
* [https://web.archive.org/web/20041120002746/http://www.alparysoft.com/file.php?id=40 aslcodec_setup_2.0.exe] on archive.org<br />
* [https://web.archive.org/web/20050205072705if_/http://www.alparysoft.com:80/file.php?id=40 aslcodec_setup_2.0b.957.exe] on archive.org<br />
<br />
<br />
[[Category:Undiscovered Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Alparysoft_lossless_codec&diff=15439Alparysoft lossless codec2019-04-29T05:22:55Z<p>C0D3K: </p>
<hr />
<div>* FourCCs: ASLC<br />
* Samples: [http://samples.mplayerhq.hu/V-codecs/ASLC/ http://samples.mplayerhq.hu/V-codecs/ASLC/]<br />
<br />
=== Overview ===<br />
* Compression of video stream is supported in the following formats:<br />
* RGB24, YUY2, YV12, RGB8 (this type is for the grayscale image compression).<br />
<br />
=== Specifications ===<br />
The codec's control is advanced with the following coptions:<br />
<br />
* 1. This option should be used for full-colored video in RGB-format (this option is ignored in YUV format video). This option should be switched off in video with less 16 colors.<br />
<br />
* 2. Interlace effect on video. Allows increasing compression ratio on interlaced video and to decrease it on non-interlaced :)<br />
<br />
* 3. To use the prediction algorithm for full-colored video. It's no use turning on this function in video with less than 16 colors.<br />
<br />
* 4. To use algorithms versions, optimized with SIMD-extension SSE. (supported with processors Intel Pentium III, AMD Athlon XP and older) It allows increasing the speed of compression/decompression to 20-50%. The information about your processor is also screened here (including if it supports SSE).<br />
<br />
<br />
=== Mirrored Binaries ===<br />
* aslcodec-setup.exe: https://web.archive.org/web/20061216133954if_/http://www.alparysoft.com:80/file.php?id=40<br />
* aslcodec_setup_2.0.exe https://web.archive.org/web/20041120002746/http://www.alparysoft.com/file.php?id=40<br />
* aslcodec_setup_2.0b.957.exe https://web.archive.org/web/20050205072705if_/http://www.alparysoft.com:80/file.php?id=40<br />
<br />
[[Category:Undiscovered Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Alparysoft_lossless_codec&diff=15438Alparysoft lossless codec2019-04-29T05:22:23Z<p>C0D3K: </p>
<hr />
<div>* FourCCs: ASLC<br />
* Samples: [http://samples.mplayerhq.hu/V-codecs/ASLC/ http://samples.mplayerhq.hu/V-codecs/ASLC/]<br />
<br />
=== Overview ===<br />
* Compression of video stream is supported in the following formats:<br />
* RGB24, YUY2, YV12, RGB8 (this type is for the grayscale image compression).<br />
<br />
=== Specifications ===<br />
Our codec's control is advanced with the following coptions:<br />
<br />
* 1. This option should be used for full-colored video in RGB-format (this option is ignored in YUV format video). This option should be switched off in video with less 16 colors.<br />
<br />
* 2. Interlace effect on video. Allows increasing compression ratio on interlaced video and to decrease it on non-interlaced :)<br />
<br />
* 3. To use the prediction algorithm for full-colored video. It's no use turning on this function in video with less than 16 colors.<br />
<br />
* 4. To use algorithms versions, optimized with SIMD-extension SSE. (supported with processors Intel Pentium III, AMD Athlon XP and older) It allows increasing the speed of compression/decompression to 20-50%. The information about your processor is also screened here (including if it supports SSE).<br />
<br />
<br />
=== Mirrored Binaries ===<br />
* aslcodec-setup.exe: https://web.archive.org/web/20061216133954if_/http://www.alparysoft.com:80/file.php?id=40<br />
* aslcodec_setup_2.0.exe https://web.archive.org/web/20041120002746/http://www.alparysoft.com/file.php?id=40<br />
* aslcodec_setup_2.0b.957.exe https://web.archive.org/web/20050205072705if_/http://www.alparysoft.com:80/file.php?id=40<br />
<br />
[[Category:Undiscovered Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=IgCodec&diff=15436IgCodec2019-04-29T05:04:29Z<p>C0D3K: </p>
<hr />
<div>* Website: http://xrowcc.blog.shinobi.jp/Entry/434/ (Japanese)<br />
* FourCCs: IGC1, IGC2, IGC3, IGC4<br />
This codec uses FastLZ, LZF and ZLIB.<br />
<br />
Codec: http://file.xrowcc.blog.shinobi.jp/igcodec100.zip<br />
<br />
=== Overview ===<br />
* High speed (IGC1, IGC2)<br />
* High compression (IGC3, IGC4)<br />
* High quality (UYVY)<br />
* Lossless compression<br />
* Input / output correspondence format "RGB32" "RGB24" "YUY2" "UYVY"<br />
* Compression processing, difference processing, RGB ⇔ YUV conversion processing<br />
<br />
=== FourCC Specifics ===<br />
* IGC1: Speed priority<br />
* IGC2: Speed priority (Zero Remote only [key frame absent])<br />
* IGC3: Compression priority<br />
* IGC4: Compression priority (ZeroRemote only [no key frame])<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=ZeroCodec&diff=15435ZeroCodec2019-04-29T04:57:37Z<p>C0D3K: </p>
<hr />
<div>* Website: http://xrowcc.blog.shinobi.jp/Entry/388/ (Japanese)<br />
* FourCCs: ZECO<br />
<br />
Codec: http://file.xrowcc.blog.shinobi.jp/zerocodec201.zip<br />
<br />
=== Overview ===<br />
* Functional implementation of compression processing, difference processing, RGB ⇔ YUV conversion processing<br />
* Input / output correspondence format is "RGB" "YUY2" "UYVY"<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Black_Magic&diff=15433Black Magic2019-04-29T04:50:50Z<p>C0D3K: </p>
<hr />
<div>* Homepage http://www.decklink.com/<br />
* Binary codec: http://www.decklink.com/downloads/codecs/Blackmagic_Codecs_v4.9.zip<br />
<br />
Uncompressed [[YUV]] 8/10 bit codec found in [[MOV]] containers. Some details about the codec are available at http://www.decklink.com/support/detail.asp?techID=78<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=FastCodec&diff=15432FastCodec2019-04-29T04:46:51Z<p>C0D3K: </p>
<hr />
<div>* Website: http://videosoft.org/codecs/fastcodec/<br />
* FourCC: FCKK<br />
<br />
Binary Codec (vfw): https://videosoft.org/res/download/codecs/fastcodec/fastcodec-setup.exe<br />
=== Overview ===<br />
* Supported input and output formats: YUY2/YUNV/V422/YUYV, YVYU, UYVY/Y422/UYNV, RGB24, RGB32.<br />
* Lossless and lossy (near lossless) compression.<br />
* Fast preview mode decompression.<br />
* Lossless compression requires frame width and height must be a multiple of 4. <br />
* Lossy compression requires frame height is multiple of 4 and frame width is multiple of 8.<br />
<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Toponoky&diff=15431Toponoky2019-04-29T04:41:23Z<p>C0D3K: </p>
<hr />
<div>* Website: https://videosoft.org/codecs/toponoky/<br />
* FourCC: LCKK<br />
<br />
Binary Codec (vfw): https://videosoft.org/res/download/codecs/toponoky/toponoky-setup.exe<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=FastCodec&diff=15430FastCodec2019-04-29T04:40:59Z<p>C0D3K: </p>
<hr />
<div>* Website: http://videosoft.org/codecs/fastcodec/<br />
* FourCC: FCKK<br />
<br />
Binary Codec (vfw): https://videosoft.org/res/download/codecs/fastcodec/fastcodec-setup.exe<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3Khttps://wiki.multimedia.cx/index.php?title=Toponoky&diff=15429Toponoky2019-04-29T04:33:52Z<p>C0D3K: Created page with "* Website: https://videosoft.org/codecs/toponoky/ * FourCC: LCKK * Binary Codec (vfw): https://videosoft.org/res/download/codecs/toponoky/toponoky-setup.exe Category:Video..."</p>
<hr />
<div>* Website: https://videosoft.org/codecs/toponoky/<br />
* FourCC: LCKK<br />
* Binary Codec (vfw): https://videosoft.org/res/download/codecs/toponoky/toponoky-setup.exe<br />
<br />
[[Category:Video Codecs]]<br />
[[Category:Lossless Video Codecs]]<br />
[[Category:Undiscovered Video Codecs]]</div>C0D3K