Very impressive new lossless image compression codec: FLIF

It appears to beat, in compression every other existing lossless image codec in every scenario: wow!
It supports alpha channel, up to 16 bit per channel, is interlaced by default for progressive loading and decoding.

Demos: http://flif.info/example.php

Kind of compression performance to expect:
26% smaller than brute-force crushed PNG files.
35% smaller than typical PNG files.

For lossless, that's huge gains.

#supercurioBlog #image #compression #codec



FLIF – Free Lossless Image Format
FLIF – Free Lossless Image Format. FLIF is a novel lossless image format which outperforms PNG, lossless WebP, lossless BPG and lossless JPEG2000 in terms of compression ratio. According to the compression experiments we have performed, FLIF files are, on average: …

Source post on Google+

Published by

François Simond

Mobile engineer & analyst specialized in, display, camera color calibration, audio tuning

10 thoughts on “Very impressive new lossless image compression codec: FLIF”

  1. +Ahmad Ouerfelli​​ I wouldn't personally recommend using this codec today in an Android app, unless it relies on large amount of image transfers which benefit or need to be lossless.
    I call it codec for now instead of format because there's still missing capabilities, including metadata.
    For a regular Android application, maintaining a decoder from the source code is possible but there's a few obstacles
    – cost of transforming the source code into a NDK library that can be used in an Android app
    – the code provided is open-source but GPL (V3), so unless you call the decoder in command line it means the FLIF source code license will contaminate your own project, which plain sucks. It's a bad idea for an image codec and format, and will compromise and/or slow down it's chances of adoption.

  2. +Sheila Broflovski I generate correction profiles from measurements with software I wrote, then load them in hardware with a custom driver as well.
    I also started the implementation of a new driver using the GPU instead for more powerful and higher quality correction, and hope to release all that at some point (but don't know when for now)

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