1. Purpose 2. Pixel methods 2.1. Static methods 2.1.1. AVERAGE 2.1.2. ACTIONAVG 2.1.3. MOSTUSED 2.1.4. LAST 2.1.5. FIRST 2.1.6. SOLID 2.1.7. FIRSTNMOST 2.1.8. LASTNMOST 2.1.9. LEASTUSED 2.2. Animated methods 2.2.1. CHANGELOG 2.2.1.1. Motion blur 2.2.2. LOOPINGLOG 2.2.3. LOOPINGAVG |
2.2.3.1. Motion blur 2.3. Summary 3. Masking methods 3.1. BLACK/BLANK/CENSOR 3.2. HOLE/ALPHA/TRANSPARENT 3.3. DELOGO/BLUR/INTERPOLATE 3.4. PATTERN/EXTRAPOLATE 4. Color quantization methods 4.1. Median-cut (aka. Heckbert) 4.2. Diversity 4.3. Blend-diversity 4.4. NeuQuant 5. Dithering 5.1. Gamma correction 5.2. Example 5.2.1. Dither error spread factor 5.2.2. Dither matrix size 5.2.3. Dither candidate count |
5.2.4. Dither contrast limiter 6. Color compare methods 6.1. RGB 6.2. CIE76 6.3. CIE94 6.4. CIEDE2000 6.5. CMC l:c 6.6. BFD l:c 6.7. Illuminants 7. Transformation 8. Caveats 8.1. Parallax motion 8.2. Flashes, fog and other transparent layers 9. Usage 10. Copying 11. Requirements 12. See also 13. Downloading |
It does this with a motion detection algorithm, a set of different pixel methods, and a simulated infinite 2D canvas — a 2D canvas that extends infinitely to all four directions (well, as infinite as 32-bit integers can get…)
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As a sample, here is the original animation (712100 bytes).
The animation was created literally by taking a screenshot
from the NES emulator every frame.
What follows below, is a list of the pixel methods supported
by animmerger,
The
|
You can see a faint trace of all animated actors that appeared in the animation. Mario moved very fast so his trace is quite difficult to spot.
Produced with commandline:
# animmerger -pa snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-a.png
An alternative implementation of "average" is also provided: "tinyaverage" (option -A). It requires less memory to store, but is less accurate to calculate.
If you want the color averages to be calculated through the YUV colorspace rather than the RGB colorspace, add the --yuv option (not supported by tinyaverage).
Note: If there is an actor that sits in a certain location
for a long time, it is also recorded.
In this example, there were none though.
This mode does not thus remove all actors, but it does remove
anything that wanders around.
Produced with commandline:
# animmerger -pm snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-m.png
Produced with commandline:
# animmerger -pl snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-l.png
The turtles are distorted, because they moved while the screen scrolled.
It is the same effect as if you move the paper in a desktop scanner during the scanning.
Produced with commandline:
# animmerger -pf snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-f.png
As seen here, it has shortcomings, too.
Produced with commandline:
# animmerger -pO snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-O.png
Most common of first 4:
Most common of first 10:
Most common of first 16:
First uncommon:
Least common of first 10:
Produced with commandline:
# for f in 4 10 -10 16 0; do
# animmerger -pF -f$f snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-Ff$f.png
# done
Most common of last 10:
Last uncommon:
Least common of last 10:
Produced with commandline:
# for f in 4 10 -10 16 0; do
# animmerger -pL -f$f snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-Lf$f.png
# done
Produced with commandline:
# animmerger -pe snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# mv tile-0000.png demo/method-e.png
You see some artifacts in the turtle and in Mario when they appear
near the top of the screen. This is because they were behind the
HUD (the text "WORLD 8-2" for instance), which was removed.
In the case of the turtle, the turtle's white pixels were also
removed, because the HUD removal was based on color as well
as coordinates.
Horizontal disappearance of the actors is because of the viewport
scrolling past them. They do not exist outside those parameters
in the original animation either.
Here is how the animation looks like, if the HUD is not removed. (246643 bytes)
Exteriors, i.e. content outside the "current" viewport of the animation
are colored as in the MostUsed pixel method.
This is evident in the trails left by the HUD as it scrolls by at different speeds.
Produced with commandline:
# rm tile-*.png tile-*.gif
# animmerger --gif -pc snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -o demo/method-c.gif -l0 -d3 tile-*.gif
The version with HUD intact was created with the same commandline,
except with the -m option removed.
The background for ChangeLog is normally generated with the MostUsed method, but it can be
explicitly controlled with the --bgmethod0 and --bgmethod1 options.
Here is how the above animation (HUD-less) looks like with --bgmethod0 first --bgmethod1 last:
Note that the --bgmethod0 and --bgmethod1 options
only affect the ChangeLog method, and only when motion blur is not used.
Blur length 1:
Blur length 4:
Blur length 20:
Produced with commandline:
# for b in 1 4 20;do
# rm tile-*.png tile-*.gif
# animmerger --gif -B$b -pc snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -o demo/method-cB"$b".gif -l0 -d3 tile-*.gif
# done
-l
option
to set the loop length in frames.
30 frames (94895 bytes):
10 frames (66738 bytes):
4 frames (40372 bytes):
Produced with commandline:
# for l in 4 10 30; do
# rm tile-*.png tile-*.gif
# animmerger --gif -l$l -po snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -o demo/method-sl"$l".gif -l0 -d3 tile-*.gif
# done
It is also called "loopinglast" mode (option -s) to differentiate from "loopingavg".
The loopinglog method also supports motion blur. Use the --motionblur (-B) option to set it. Value 0 disables motion blur (default: 0).
-l
option to set the loop length in frames.
30 frames (file size depends on selected palette size):
10 frames:
4 frames:
Produced with commandline:
# for l in 4 10 30 80; do
# rm tile-*.png tile-*.gif
# animmerger --gif -l$l -pv snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -k128 -o demo/method-ov"$l".gif -l0 -d3 tile-*.gif
# done
If you want the color averages to be calculated through the YUV colorspace
rather than the RGB colorspace, add the --yuv option.
In most cases, the difference is neglible though.
Loop length 30 frames, blur length 20:
Loop length 30 frames, blur length 20, with YUV calculations:
Loop length 30 frames, blur length 20, with YUV calculations, and diversity-quantized palette of 16 colors:
Loop length 10 frames, blur length 4:
Produced with commandline:
# for b in 4 8 20;do
# for l in 10 30;do
# rm tile-*.png tile-*.gif
# animmerger --gif -B$b -l$l -pl snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -o demo/method-vl"$l"B"$b".gif -l0 -d3 tile-*.gif
# done
# done
Method name | Static or animated |
Composes new colors |
Obeys YUV option |
Memory size per pixel* | Primary use |
---|---|---|---|---|---|
First | Static | No | No | 4 | Maps |
Last | Static | No | No | 4 | |
FirstNMost | Static | No | No | As ChangeLog | |
· FirstUncommon | Static | No | No | As ChangeLog | |
· FirstNLeast | Static | No | No | As ChangeLog | |
LastNMost | Static | No | No | As ChangeLog | |
· LastUncommon | Static | No | No | As ChangeLog | |
· LastNLeast | Static | No | No | As ChangeLog | |
MostUsed | Static | No | No | 12…16 + 6×number of unique colors | Maps |
LeastUsed | Static | No | No | As MostUsed | |
Solid | Static | No | No | 12 | Maps |
Average | Static | Yes | Yes | 16 | |
Tinyaverage | Static | Yes | No | 8 | |
ActionAvg | Static | Yes | Yes | As MostUsed | |
ChangeLog | Animated (movie) | If blur | For blur | 12…16 + 8×number of content changes | Animations |
LoopingLog | Animated (loop) | If blur | For blur | As ChangeLog | |
LoopingAvg | Animated (loop) | Yes | Yes | As ChangeLog | Fun |
*) These numbers are estimates. Actual memory size per pixel depends on the exact selection of pixel methods requested and the memory allocation overhead. Animmerger strives to always select the smallest combination of pixel methods (memoryconsumptionwise) that can implement all the requested methods.
These images were produced with this commandline:
# for method in censor hole interpolate extrapolate; do
# rm *-*.gif *-*.png
# ./animmerger -r4,4 --mvrange 0,0,4,0 --bgmethod0=first --bgmethod1=last \
# -u$method -p* snaps/*.png \
# -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF \
# -m3,128,250,72 -m0,73,256,2
# gifsicle -O2 -o demo/mask-$method.gif -l0 -d3 ChangeLog-*.gif
# cp -p Average-0000.png demo/mask-$method.png
# done
Animation:
Averaged:
Animation:
Averaged:
Animation (palette-reduced and dithered with -Qd,16 in order to make the 1.5 MB GIF file smaller):
Averaged:
Note that this algorithm is rather slow on large areas like this.
Animation:
Averaged:
The images in this section were generated by making a 30-frame LoopingAvg animation with blur length of 20, rendering it with different palettization parameters and picking the 11th frame.
The exact commandline to produce the images was:
# for m in m d b o q; do
# for q in 2 4 8 16 32 64 128; do
# rm tile-*.png tile-*.gif
# dither="-Dy2 --dr 2 --dc 16"
# if [ $q -gt 16 ]; then dither="-Dy1i --dr 1.2 --dc 16"; fi
# animmerger --gamma 2.2 $dither \
# --gif -Q"$m",$q -B20 -l30 -pv snaps/*.png \
# -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF
# gifsicle -O2 -k128 -o demo/method-vl30yB20Q"$m"$q.gif -l0 -d3 tile-*.gif
# convert tile-0010.gif -quality 100 demo/quant-"$m"$q.png
# done
# done
Palette reduction methods can be chained in order to take benefits of the differently-appearing strengths of the different methods, but in this test set, each method was used alone.
When palette reduction methods have been explicitly selected, animmerger always uses an ordered-dithering method (crosshatch artifacts) to optimize the rendering. This is better for animation than other methods such as Floyd-Steinberg are, because the dithering patterns do not jitter between frames.
4 colors:
8 colors:
16 colors:
32 colors:
4 colors:
8 colors:
16 colors:
32 colors:
4 colors:
8 colors:
16 colors:
32 colors:
4 colors:
8 colors:
16 colors:
32 colors:
Animmerger knows a number of different dithering algorithms, including a set of dithering algorithms devised by Joel Yliluoma. These algorithms are categorised as an ordered, positional, patterned dithering method that is very well suited for animations, and often even more eye-pleasing than the random noise patterns generated by error diffusion dithers.
Animmerger's dithering can be controlled with the following parameters:
# for gamma in 0.1 0.2 0.5 1.0 1.5 2.0 2.2 2.5 3.0 10.0; do
# animmerger gamma_in.png -Q../cga0-pal.gif --dm 8x8 --dc 64 --gamma $gamma
# mv tile-0000.png demo/gamma-$gamma.png
# done
Note that animmerger's gamma correction algorithm is somewhat disputable. For instance, although the former example looks good, if we try the same with the EGA palette, where mid-gradient values (0%, 33%, 66% and 100% white) actually exist in the palette, we get the latter, odd-looking result.
Conclusion: Your mileage may vary.
It is a subset (cropped portion) of a larger picture seen on the page where the algorithm is explained in detail, hence the odd inclusion of blue in it.
The error spread factor provides a very fine-grained control over the final appearance of the dithered image. Though the upper limit of the value is 1.0, higher values can be used for artistic purposes.
The matrix shape directly controls the manner in which the different-color spots are dispersed. The temporal dithering option can be used for improving the perceived quality of colors (at the cost of flickering), and for artistics effects.
Unless the --dithcount (--dc) option was given manually, setting the matrix size also sets the former. (To the size of matrix, or 32, whichever is smaller.)
Note that when making GIF animations, you usually do not want flickering,
because it will inflate the file sizes at a very high rate. With H.264,
it is perfectly fine, especially if you use the frameref
setting. (No, Animmerger does not have H.264 output. I was just referring
to the hypothetical scenario that you would use animmerger to create
a video that will be encoded in H.264.)
The candidate count option directly controls how colors are mixed together in the dithering process. A higher value always results in higher quality, however, there is no sense in making the value larger than the matrix size is. Also, a combination of a large matrix and a small count can be used to simulate a small dithering matrix.
Also note that the rendering speed is directly proportional to the number of dither color candidates generated. (It also depends on the size of the palette of both input and output images, and on the dither contrast limiter.)
Specifying 0 for the contrast usually works nicely, especially if the palette is good, but sometimes you will have to put a higher value there. Such situations may happen if the palette contains a combination of colors that produces the exact color required in the input picture when mixed, but also a closeby color that is not exact. Without the aid of the contrast option, the ditherer will not find the combination and will just use the closerby color that might not look as good. Overdoing it, however, will result in a lot of overly sharp local contrast, which looks mostly bad. Animation is shown in the last frame for the sake of demonstration, because it improves the spatial color resolution.
Note that using nonzero --dr with --gamma that differs from 1.0 is currently broken. Please avoid that combination.
Here are two example truecolor* pictures, and the
web-safe palette.
I quantized it using the websafe palette and dithered using
--dm 1x1 --dc 1 --dr 0
(i.e. no dithering),
and varied the color compare method using the --deltae
option.
These tests intend to show how each color-compare method identifies colors that most closely match the original. Note: I used gamma correction for these images. Consequently, I disabled the --dr option because these do not mix well together.
Produced with commandline:
# for e in rgb cie76 cie94 cmc ciede2000 bfd; do
# # Render the chroma&luma test image without dithering:
# animmerger deltae_base.png -Qdeltae_pal.png -vv \
--dm=1x1 --dc=1 --dr=0 --deltae=$e --gamma 2.0
# mv tile-0000.png demo/deltae_$e.png
#
# # Create four-frame temporal-dithered animation of the testcard:
# animmerger tksmall{,,,}.png --noalign -Qdeltae_pal.png -vv \
--dm 1x1,-4 --dc 4 --deltae=$e -pc --gif --gamma 2.0
# gifsicle -O2 -o demo/tk-$e.gif -l0 -d4 tile-000[0-3].gif
#
# # Create an average of those four frames:
# animmerger tile-000[0-3].gif -pa --noalign
# mv tile-0000.png tk-a4-$e.png
# done
*) It is truecolor, but it is also dithered. I found 24-bit RGB inadequate for this picture in preventing hard edges in smooth gradients, so I dithered it for this webpage. The input to these tests was undithered.
RGB. Calculated as a simple euclidean difference:
√(ΔR² + ΔG² + ΔB²)
It is very fast and does not usually cause any nasty surprises.
However, in dithering, it usually is overly conservative and fails
to account for psychovisuals, i.e. when some color is "close enough",
and consequently, fails to achieve a pleasing result.
Note: Animmerger uses the deltaE squared rather than the deltaE itself,
which is why the formula may seem different to what it is in reference
material. (There may still be genuine errors though.)
Animmerger knows three illuminant matrices:
CIE E illuminant:0.488718, 0.176204, 0.000000 0.310680, 0.812985, 0.0102048 0.200602, 0.0108109, 0.989795 |
Adobe D65 illuminant:0.576700, 0.297361, 0.0270328 0.185556, 0.627355, 0.0706879 0.188212, 0.0752847, 0.99124 |
Unidentified D65-based illuminant, found in Imagemagick:0.412453, 0.357580, 0.180423 0.212671, 0.715160, 0.072169 0.019334, 0.119193, 0.950227 |
Animmerger uses illuminant #3 for CIE76, and illuminant #1 for all other CIE based compare methods, because illuminants #2 and #3 have serious issues with blue and purple tones when any other compare method than CIE76 is used (specifically, they suggest that black is the overwhelmingly best substitute for those colors).
Animmerger converts a RGB value into
CIE L*a*b* and CIE L*C*h*
using the following formula:
X = (i0 × R + i3 × G + i6 × B) ÷ 255 ÷ (i0+i1+i2)
Y = (i1 × G + i4 × G + i7 × B) ÷ 255 ÷ (i3+i4+i5)
Z = (i2 × B + i5 × G + i8 × B) ÷ 255 ÷ (i6+i7+i8)
f(v) = v ≤ 6329−3 ? 4÷29 + v × 2926−23−1 : v1÷3
L = 4×29 × f(Y) - 42
a = 500 × (f(X) - f(Y))
b = 200 × (f(Y) - f(Z))
C = √(a² + b²)
h = atan2(b, a)
Where i0…i8 are the values from the illuminant matrix.
--transform
option.
In this example, the overall color tone of the image was changed
and a lens flare effect was added:
Produced with:
# ./animmerger --gif snaps/*.png -m0,8,256,16,020202,A64010,D09030,006E84,511800,FFFFFF \
# -pv -l25 --deltae=2000 -Qq,36 -Qd,32 --dr 0 --dm 8x8 --dc 32 -Dky -vv \
# --transform "luma:=r*.299+g*.587+b*.114; px:=238;py:=135;" \
# --transform "xy:=(abs(x-px)*abs(y-py)/200^2);" \
# --transform "rad:=hypot(x-px,y-py)^1.3/(1.8+0.02*cos(((frameno/25+.5)%1)^2*-2*pi));" \
# --transform "v:=luma+(300-min(300,rad))+(200-min(300,(xy+1e-6)^0.6*7e3));" \
# --transform r="r*v/(255*0.299*2.2)" \
# --transform g="g*pow(v,1.2)/(255*0.587*3.1)" \
# --transform b="b*v/(255*0.114*1.7)+50*(1.35+cos(1+(y+x*.2)*pi/100))"
# gifsicle -O2 -o demo/trans.gif -d3 -l0 tile-????.gif
If different background layers are moving at different speeds with respect to the camera, animmerger will sync into one of them (probably the one that occupies the largest screen area), and the rest will appear to be moving with respect to the chosen background.
Example:
This scene is from Super Mario World. The HUD layer is disabled, but otherwise it is an intact animation. The palette was reduced and fps halved to make the file slightly smaller for web distribution. | |
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You can easily see the problem with parallax motion: Sometimes the image alignment syncs to the platforms, sometimes it syncs to the stalactite background. When it syncs to the platforms, the other background can be seeing moving as a distinct layer. |
In this version, the background layers move in unison with respect
to the camera. As such, the image alignment is perfect. This was achieved with the following patch to snes9x: --- ppu.cpp~ 2010-08-17 23:46:11.022843689 +0300 +++ ppu.cpp 2010-08-17 22:34:52.000000000 +0300 @@ -416,2 +416,3 @@ PPU.BG[0].HOffset = (Byte<<8) | PPU.BGnxOFSbyte; + PPU.BG[1].HOffset = (Byte<<8) | PPU.BGnxOFSbyte; PPU.BGnxOFSbyte = Byte; @@ -423,2 +424,3 @@ PPU.BG[0].VOffset = (Byte<<8) | PPU.BGnxOFSbyte; + PPU.BG[1].VOffset = (Byte<<8) | PPU.BGnxOFSbyte; PPU.BGnxOFSbyte = Byte; @@ -429,3 +431,3 @@ case 0x210F: - PPU.BG[1].HOffset = (Byte<<8) | PPU.BGnxOFSbyte; + //PPU.BG[1].HOffset = (Byte<<8) | PPU.BGnxOFSbyte; PPU.BGnxOFSbyte = Byte; @@ -436,3 +438,3 @@ case 0x2110: - PPU.BG[1].VOffset = (Byte<<8) | PPU.BGnxOFSbyte; + //PPU.BG[1].VOffset = (Byte<<8) | PPU.BGnxOFSbyte; PPU.BGnxOFSbyte = Byte; |
# rm tile-*.gif; animmerger -v -r12x12 -bl -pc -a -4,-3,6,9 pano5/*.png
# rm tile-???[13579].gif # Delete 50% of frames to reduce fps in half
# gifsicle -O2 -o demo/pano5-cl.gif --crop 8,8+480x400 --use-colormap smwpalette.gif -l0 -d6 tile-????.gif
# rm tile-*.gif; animmerger -v -r12x12 -bl -pc -a -4,-3,6,9 pano5b/*.png
# rm tile-???[13579].gif # Delete 50% of frames to reduce fps in half
# gifsicle -O2 -o demo/pano5-fl.gif --crop 8,8+480x400 --use-colormap smwpalette.gif -l0 -d6 tile-????.gif
The palette file was customized by hand, by taking a representative snapshot of the movie, and then progressively merging near-identical entries in the colormap in GIMP manually until only the minimal set of unique colors/tones remain.
Example:
TODO: Add successful Super Metroid animation
TODO: Add example of how image alignment suffers when using the power bomb in Super Metroid
animmerger v1.5.0 - Copyright (C) 2010 Joel Yliluoma (http://iki.fi/bisqwit/) Usage: animmerger [<options>] <imagefile> [<...>] Merges animation frames together with motion shifting. General options: --help, -h This help --version, -V Displays version information --verbose, -v Increase verbosity Canvas affecting options: --mask, -m <defs> Define a mask, see instructions below --maskmethod, -u <value> Specify how the masked content will be hidden, see instructions below --method, -p <mode> Select pixel type, see below --bgmethod, -b <mode> Select pixel type for alignment tests --bgmethod0 <mode> Explicit pixel mode for ChangeLog background before camera comes --bgmethod1 <mode> Explicit pixel mode for ChangeLog background after camera leaves --looplength, -l <int> Set loop length for the LOOPINGxx modes --motionblur, -B <int> Set motion blur length for animated modes --firstlast, -f <int> Set threshold for xxNMOST modes --yuv, -y Specifies that average-colors are to be calculated in the YUV colorspace rather than the default RGB colorspace. Image aligning options: --bgmethod, -b <mode> Select pixel type for alignment tests --refscale, -r <x>,<y> Change the grid size that controls how many samples are taken from the background image for comparing with the input image, for image alignment. Smaller grid = more accurate but slower aligning. Default: -r32,32 Set to e.g. -r8,8 if you experience misalignment problems. --mvrange, -a <xmin>,<ymin>,<xmax>,<ymax> Change the limits of motion vectors. Default: -9999,-9999,9999,9999 Example: --mvrange -4,0,4,0 specifies that the screen may only scroll horizontally and by 4 pixels at most per frame. --noalign Disable automatic image aligner Output options: --gif, -g [=always|=never|=auto] Control how GIF files are saved. Always/never/auto. In automatic mode (default), GIF is selected for animations if quantization was configured, PNG otherwise. Default: auto. --gif without parameter defaults to always. See below on details on when and how GIF files are written depending on this option. --quantize <method>,<num_colors> Reduce palette, see instructions below --quantize <file> Load palette from the given file (PNG or GIF, must be paletted) --dithmethod, -D <method>[,<method>] Select dithering method (see below) --ditherror, --de <float> Set error multiplication value for the dithering algorithm. 0.0 = disable dithering. 1.0 = full dithering. Usable values lie somewhere in between. Default: 1.0 --dithmatrix, --dm <x>,<y>[<,time>] Set the Bayer matrix size to be used in dithering. Common values include 2x2, 4x4 and 8x8. Default: 8x8x1. --dithcount, --dc <int> Set maximum number of palette colors to use in dithering of an uniform color area of the source picture. Value 1 disables dithering. This number should not be made larger than x*y*time. Default: 32 or x*y*time, whichever is smaller. --dithcombine, --dr <float>[,<combinationlimit>[,<changeslimit>]]] Set the maximum contrast between two or more color items that are pre-selected for combined candidates for dithering. The value must be in range 0..3. Default value: 1. See details below. --deltae, --cie [=<type>|=<formula>] Select color comparison method, see details below. --gamma [=<value>] Select gamma to use in dithering. Default: 1.0 --transform { r= | g= | b= }<function> Transform red, green and blue color channel values according to the given mathematical function. See details below. animmerger will always output files into the current working directory, with the filename pattern tile-####.png where #### is a sequential number beginning from 0000. The file name can be also .gif (see details below). If multiple output methods are specified, then the filename is method-####.png, such as Average-0000.png or ChangeLog-0155.gif. AVAILABLE PIXEL TYPES AVERAGE, long option: --method=average , short option: -pa Produces a single image. Each pixel is the average of all frames addressing that pixel. TINYAVERAGE, long option: --method=tinyaverage , short option: -pA A less accurate but more space-efficient version of "average". LAST, long option: --method=last , short option: -pl Produces a single image. Each pixel records the latest color addressing that pixel. FIRST, long option: --method=first , short option: -pf Produces a single image. Each pixel records whatever first appeared in that spot. SOLID, long option:: --method=solid , short option: -pO Produces a single image. Changing pixels are made transparent until something unchanging appears. MOSTUSED, long option: --method=mostused, short option: -pm Produces a single image. Each pixel records the color that most often occured in that location. Use this option for making maps! LEASTUSED, long option: --method=leastused, short option: -pe Produces a single image. Each pixel records the color that least commonly occured in that location. LASTNMOST, long option: --method=lastnmost, short option: -pL Combines "mostused" and "last". Set threshold using the -f option. Example: -f16 -pL = most used of last 16 pixels. If -f0, then selects the last not-common pixel value. If -f value is negative, uses leastused instead of mostused. FIRSTNMOST, long option: --method=firstnmost, short option: -pF Combines "mostused" and "first". Set threshold using the -f option. Example: -f16 -pF = most used of first 16 pixels. If -f0, then selects the first not-common pixel value. If -f value is negative, uses leastused instead of mostused. ACTIONAVG, long option: --method=actionavg, short option: -pt Similar to average, except that blurring of actors over the background is avoided. CHANGELOG, long option: --method=changelog, short option: -pc Produces an animation. Also supports motion blur. LOOPINGLOG, long option: --methods=loopinglog, short option: -po Produces a time-restricted animation. Also called, "lemmings mode". Use the -l option to set loop length in frames. Supports motion blur. LOOPINGAVG, long option: --methods=loopingavg, short option: -pv A combination of loopinglog and actionavg, also supports motion blur. DEFINING MASKS You can use masks to block out HUD / splitscreens so that it will not intervene with the animation. To define mask, use the --mask option, or -m for short. Mask syntax: x1,y1,width,height,colors Examples: -m0,0,256,32 Mask out a 256x32 wide section at the top of screen -m0,0,256,32,FFFFFF From the 256x32 wide section at the top of screen, mask out those pixels whose color is white (#FFFFFF) -m16,16,8,40,000000,483D8B From the 8x40 wide section at coordinates 16x16, mask out those pixels whose color is either black (#000000) or dark slate blue (#483D8B) The masking method option --maskmethod, or -u for short, can be used to control how masks are handled. --maskmethod=hole or -uhole (default) Make the masked areas entirely transparent. It will be as if there was a hole in the image where the masked part was. Alias: hole, alpha, transparent --maskmethod=delogo or -ublur Hide masked areas by blurring them with circular interpolation. Alias: delogo, blur, interpolate --maskmethod=pattern or -upattern Hide masked areas by extrapolating a surrounding pattern over the masked areas. Alias: pattern, extrapolate --maskmethod=blank or -ublack Replace the masked areas with black pixels, "censoring" them. Alias: blank, black, censor REDUCING PALETTE GIF files are restricted to 256 colors, but regardless of whether you use GIF or PNG for the output format, you can use the --quantize option to reduce your images to a particular number of colors. The following quantization methods are defined: Median cut ( example: --quantize=mediancut,32 or -Qm,32 ) Heckbert quantization. Progressively bisects the colorspace into roughly equal sizes per population until the number of sections matches the required size. Then chooses the weighted average of each section. Diversity ( example: --quantize=diversity,10 or -Qd,10 ) XV's modified diversity algorithm. Tries to choose the most diverse set of the original colors. Blend-diversity ( example: --quantize=blenddiversity,64 or -Qb,64 ) Same as diversity, but sometimes makes up new colors by blending. Merging ( example: --quantize=merging,4 or -Qg,4 ) A last-resort method which progressively finds two most similar colors in the remaining colormap and averages them together. Very slow, thus not recommended. Octree ( example: --quantize=octree,4 or -Qo,4 ) Currently broken, don't use NeuQuant ( example: --quantize=neuquant,16 or -Qq,16 ) A self-balancing Kohonen neural network is used to generate an optimal palette for the imageset. Fast and very high quality. Especially good with color gradients. Not useful for smallest palettes. Load from file ( example: --quantize=test.gif ) Animmerger will attempt to open the named file, read the palette from it and append its colors to the current palette (or replace with loaded palette if was the first -Q option). Multiple quantization phases can be performed in a sequence. For example, -Qb,32 -Qd,16 first reduces with "blend-diversity" to 32 colors, then reduces the remaining set with "diversity" to 16 colors. It is not an error to reduce to a larger set than 256 colors. If you are creating a GIF file and the last explicitly chosen quantization method yields more than 256 colors, the colormap will be implicitly reduced with a method that picks the 256 most-used colors. If necessary, the image will be dithered using a positional dithering method. If you are making a GIF file and you do not specify any quantization options at all, animmerger will use whatever method GD graphics library happens to use. Note that the blending quantization methods are subject to the YUV selection. DITHERING Dithering methods The following dithering methods are defined: FULL NAME SHORT NAME Suitable for animation Yliluoma1 y1 Yes (positional) Yliluoma2 y2 Yes (positional) Yliluoma3 y3 Yes (positional) Yliluoma1Iterative y1i / ky Yes (positional) Floyd-Steinberg fs / floyd No (diffuses +4 pixels) Jarvis-Judice-Ninke jjn No (diffuses +12 pixels) Stucki s No (diffuses +12 pixels) Burkes b No (diffuses +7 pixels) Sierra-3 s3 No (diffuses +10 pixels) Sierra-2 s2 No (diffuses +7 pixels) Sierra-2-4A s24a No (diffuses +3 pixels) Stevenson-Arce sa No (diffuses +12 pixels) Atkinson a No (diffuses +6 pixels, though only 75%) To set the dithering method, use the --dithmethod or -D option. Examples: -Dy1i or --dithmethod=ky (default) -Dfloyd-steinberg -Ds24a,y2 --dr=2 --dc=4 --dm 8x8 Dithering matrix size You can use an uneven ratio such as 8x2 to produce images that are displayed on a device where pixels are not square. The values should be powers of two, but it is not required. A non-poweroftwo dimension will produce uneven dithering. The third dimension, time, can be specified in order to use temporal dithering, which will appear as flickering. For example, 2x2x2 will use a 2x2 matrix plus 2 frames of flickering to produce the average color. By default, temporal dithering is done from the LSB of the color error, so as to minimize the flicker with cost to spatial accuracy. By specifying a negative time value, such as 2x2x-2, it will be done from the MSB, causing much more prominent flickering, while improving the spatial accuracy. Dithering combine control (--dithcombine) The contrast is specified as a sliding scale where 0 means that no combinations are loaded. 1 represents the average luma difference between two successive colors in luma-sorted palette, 2 represents the maximum luma difference between two two successive colors in luma-sorted palette, 3 represents the maximum luma coverage of the palette, in practice allowing all combinations. In general, a higher number will produce more ugly dithering and will slow down the dithering algorithm a great deal too, so animmerger tries to choose a reasonable (low) default value. If you have lots of time and you're rendering a high-resolution picture, you can try 3. Otherwise, less than 1.3 is a safe bet. Note that a low value of dithcount can make this option useless. --dithcombine takes up to three parameters: <float> Contrast, as described above. <combinationlimit> Maximum number of colors to combine. This value defaults to DithCount, but it may be lower. Lower values are faster. It must be at least 1. <changeslimit> Maximum number of _different_ colors to combine. For example, depth 16 & changes 2 means that up to 16 colors are mixed, but the list can contain only 2 distinct colors. If you specify a negative value, it means that identical colors are not mixed together at all; all candidate components are distinct. It is the fastest option, though not best quality. Examples: --dithcombine 2,4,2 Select all combinations of up to 4 palette colors where: - The difference between dimmest and brightest colors in the mix is equal or less than 100% of the maximum difference between consecutive elements in the luma-sorted palette - Only 2 distinct palette indices may occur in the mix --dithcombine 3,16,-1 Select all combinations of up to 16 palette colors where: - All palette indices are distinct (same index does not appear twice) - No restrictions on how bright&dim colors are mixed together --dithcombine 0 No precalculated mixes. For Yliluoma1 and Yliluoma3 dithers, this means that no dithering is done at all. For Yliluoma1Improved and Yliluoma2, this is the fastest possible option. Ordered dithering method differences: Yliluoma1 Completely reliant on --dithcombine to provide the selection of mix candidates. Ignores the --ditherror parameter. Ignores the --dithcount parameter (which still controls the defaults to --dithcombine though) Fastest. Depending on --dithcombine, quality may be good or bad. Yliluoma1Iterative Can be improved with --dithcombine, but does not depend on it at all. The only dither that uses --ditherror parameter. Fast. Quality adequate in most cases. Yliluoma2 Can be improved with --dithcombine. Ignores the --ditherror parameter. Slow. Yliluoma3 Only uses color combinations of 1 or 2 items. Ignores the --ditherror parameter. Slow. COLOR TRANSFORMATION FUNCTION The option --transform can be used to transform the image's color. The following identifiers are defined for the function: r,g,b Input color (0..255) frameno Frame number (0..n) x,y Screen coordinates (x,y) Note that when animmerger counts color, it will pass bogus coordinates to the x,y values. The output value is expected to be in range 0..255, though not required. For a description of the accepted function syntax, see: http://iki.fi/warp/FunctionParser/ Examples: --transform 'r=g=b=(r*0.299+g*0.587+b*0.114)' Renders grayscale rather than color. --transform 'r=0x80+(r/2)' Makes image considerably redder. --transform 'r=128+127*sin(frameno*.1+x/40+y/90)' \ --transform 'g=128+127*cos(frameno*.1+x/40+y/90)' \ --transform 'b=128+127*sin(frameno*.1+x/40+y/90+20)' Will make the screen cycle in colors. Note that rendering with a transformation function is much slower than rendering without it. COLOR COMPARE METHODS For dithering purposes, animmerger has to compare colors and decide out of many options which combination represents the desired color best. The comparison algorithm can be selected from the following choices: default = 0 = RGB e.g. --deltae=0 or --deltae=rgb CIE76 = 76 = CIE76 Delta E e.g. --deltae or --deltae=76 CIE94 = 94 = CIE94 Delta E e.g. --deltae=94 or --deltae=cie94 CIEDE2000 = 2000 = CIEDE2000 Delta E e.g. --deltae=2000 CMC = CMC l:c Delta E e.g. --deltae=cmc BFD = BFD l:c Delta E e.g. --deltae=bfd user-defined (see below) When a CIE method is selected, colors are compared in the CIE L*a*b* colorspace. Animmerger converts RGB values into CIE using an Adobe D65 illuminant profile or a close equivalent. Performance: RGB and CIE76 are simple euclidean differences. Because animmerger will calculate the CIE L*a*b* value for each color regardless of whether you use RGB or not, there is no speed difference between these two. CIE94 includes more mathematics than RGB or CIE74. CMC is complex, and not always very good. CIEDE2000 includes very complicated mathematics, and can be expected to be very slow. BFD is very complex. It is also possible to use a homebrew color comparison formula. Examples: --deltae='(R1-R2)^2 + (G1-G2)^2 + (B1-B2)^2' This is equivalent to --deltae=RGB, though --deltae=RGB is faster. Note that it is not necessary to take the square root of the result, because animmerger only cares about whether a deltae value is larger or smaller than another, not about its exact value. --deltae='(L1-L2)^2 + (a1-a2)^2 + (b1-b2)^2' This is equivalent to --deltae=CIE76, though --deltae=CIE76 is faster. --deltae='abs(luma1-luma2)' This simply compares luminosity and disregards any color information. --deltae='hypot(a1-a2, b1-b2)' This simply compares chroma and disregards luminance. Variables supported in the color comparison formula: R1,G1,B1,A1 -- RGB+alpha value (0..1 range) L1,a1,b1,C1,h1 -- L*a*b* and L*C*h[ab] values (unspecified range) Note that h is indicated in radians, not degrees luma1 -- Equivalent to R1*.299 + G1*.587 + B1*.114 And the same for color 2 (replace 1 with 2) gamma -- Configured gamma correction rate Functions supported in the color comparison formula: Standard fparser functions such as cos,atan2,asinh,log10 g(x) is equivalent to x^gamma and ug(x) is equivalent to x^(1/gamma). GIF VERSUS PNG AND WHAT ANIMMERGER CREATES GIF is capable of paletted images of 256 colors or less. PNG is capable of paletted images, as well as truecolor images. GIF selection Quantization Saves in format Dithering used --auto -Q was used Animations=GIF, other=PNG For GIF, unless disabled --auto -Q NOT used Always PNG Never --never -Q was used Always paletted PNG Yes, unless disabled --never -Q NOT used Always trueclor PNG Never --always -Q was used Always GIF Yes, unless disabled --always -Q not used Always GIF Never TIPS Converting a GIF animation into individual frame files: gifsicle -U -E animation.gif animmerger <...> animation.gif.* To create images with multiple methods in succession, you can use the multimode option. For example, --method average,last,mostused, or -pa,l,m creates three images, corresponding to that if you ran animmerger with -pa, -pl, -pm options in succession. Note that all modes share the same other parameters (firstlast, looplength). The benefit in doing this is that the image alignment phase needs only be done once. Different combinations of pixel methods require different amounts of memory. Use the -v option to see how much memory is required per pixel when using different options. animmerger always strives to choose the smallest pixel implementation that provides all of the requested features. When creating animations of video game content, please take all necessary steps to ensure that background stays fixed while characters move. Parallax animation is bad; If possible, please fix all background layers so that they scroll at even rate.
Additionally, the most recent source code (bleeding edge) for animmerger can also be downloaded by cloning the Git repository by:
git clone git://bisqwit.iki.fi/animmerger.git
git checkout origin/release -b release
git checkout origin/master -b master
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