3 ms·
I’ve wondered about this a lot. Anime (and many hand drawn animations in general) is typical fairly predictable. Objects, expressions, and even motions are reu
by KMnO4 5y ago
I’ve wondered about this a lot. Anime (and many hand drawn animations in general) is typical fairly predictable. Objects, expressions, and even motions are reused frequently.
Shapes are often basic enough that a “vector” graphic could adequately represent their structure (in far fewer bytes).
If there were a way to structure anime into their core components, could we compress the video more like LZMA?
- Wowfunhappy 5y agoI think this would be like trying to turn a png back into an svg. The pixels on your screen might be exactly the same, but once it's rasterized, you can't really go backwards. Image trace exists but doesn't work well.
- pizza 5y agoThere are a number of models trying to basically do just that https://paperswithcode.com/task/vector-graphics https://paperswithcode.com/task/vector-graphics
- 0-_-0 5y agoNow that I think about it, once a vector representation is extracted, shouldn't that make frame interpolation in anime easier as well?
- thrdbndndn 5y agoYou're describing flash. As other said, they have to be rasterized inevitably for various reasons. (Hand drawn animations aren't really vectors to begin with; computer-aided ones probably are better examples.)
- Retr0id 5y agoThe JPEG XL bitstream format contains a "spline" primitive. Unfortunately, these don't get encoded particularly efficiently, and there aren't any encoders that can take advantage of it yet. JPEG XL can do animations, but it's not supposed to replace video codecs. It would be interesting to see similar features put into an actual video codec.
- dole 5y agoI recall some recent codec or project that addressed anime compression, something similar to the following: https://github.com/nikitaa30/Image-Compression-using-ML-and-Neural-Networks https://github.com/nikitaa30/Image-Compression-using-ML-and-...