Color Quantization Algorithms
Pixel Art Rust implements several color quantization algorithms, each with its own strengths.
Comparison
Algorithm | Speed | Quality | Memory | Use Case |
---|---|---|---|---|
Average | Fastest | Good | Low | Quick previews, uniform images |
Median Cut | Fast | Better | Medium | Balanced quality/speed |
K-Means | Slow | Best | High | Maximum quality |
Quadtree | Fast | Adaptive | Medium | Images with varying detail |
Algorithm Details
Average Color
Simple and fast - calculates the arithmetic mean of all pixels in each cell.
Median Cut
Recursively divides the color space to create a balanced palette.
K-Means Clustering
Iteratively refines color clusters for optimal representation.
Adaptive Quadtree
Dynamically subdivides regions based on color variance.
How Color Quantization Works
Color quantization is the process of reducing the number of distinct colors in an image. In pixel art conversion, this serves two purposes:
- Simplification: Reduces visual complexity to achieve the characteristic pixel art aesthetic
- Regionalization: Groups similar colors together to define pixel boundaries
The Pixel Art Process
Step 1: Grid Division
The image is divided into a grid of cells (or adaptive regions for quadtree).
Step 2: Color Analysis
For each cell, the algorithm analyzes all contained pixels to determine the representative color.
Step 3: Color Selection
Different algorithms use different strategies:
- Average: Simple arithmetic mean
- Median Cut: Optimal color space division
- K-Means: Iterative clustering
- Quadtree: Variance-based subdivision
Step 4: Reconstruction
The final image is built by filling each cell with its representative color.
Visual Quality Factors
Color Accuracy
How well the chosen colors represent the original image content.
Edge Preservation
How well the algorithm maintains important visual boundaries.
Gradient Handling
How smoothly the algorithm handles color transitions.
Detail Retention
How much fine detail is preserved in the conversion.
Performance Characteristics
Time Complexity
- Average: O(n) - fastest
- Median Cut: O(n log n) - moderate
- K-Means: O(n × k × i) - slowest
- Quadtree: O(n log d) - moderate
Where:
- n = number of pixels
- k = number of colors (for k-means)
- i = number of iterations
- d = maximum depth
Memory Usage
- Average: Minimal - only stores running totals
- Median Cut: Moderate - stores color lists for division
- K-Means: High - maintains cluster assignments
- Quadtree: Variable - depends on image complexity
Choosing the Right Algorithm
For Speed (Real-time Processing)
Choose Average Color when you need the fastest possible conversion:
- Live previews while adjusting parameters
- Batch processing large numbers of images
- Resource-constrained environments
For Quality (Final Output)
Choose K-Means when you want the best possible results:
- Final artwork creation
- Professional projects
- When processing time is not a concern
For Balance (Most Common Use)
Choose Median Cut for the best compromise:
- General-purpose pixel art creation
- When you need good quality in reasonable time
- Most photography and artwork conversion
For Adaptive Detail (Complex Images)
Choose Quadtree for images with varying complexity:
- Landscapes with both detailed and uniform areas
- Technical drawings with mixed content
- When you want automatic detail preservation
Color Spaces
RGB Color Space
- Standard computer graphics representation
- Simple calculations
- Not perceptually uniform
LAB Color Space
- Perceptually uniform
- Better for color distance calculations
- Used internally for higher-quality algorithms
The library automatically handles color space conversions for optimal results with each algorithm.
Algorithm Limitations
Average Color
- Can produce muddy colors in diverse regions
- No consideration of color distribution
- May lose important color relationships
Median Cut
- Limited by binary division strategy
- May not find optimal global palette
- Can struggle with very sparse color distributions
K-Means
- Requires multiple iterations to converge
- Can get stuck in local optima
- Sensitive to initial centroid placement
Quadtree
- Recursive subdivision may miss optimal boundaries
- Variance threshold selection affects results
- Can create irregular pixel shapes
Future Improvements
The algorithm implementations are continuously improved. Planned enhancements include:
- SIMD optimizations for parallel color processing
- GPU acceleration for large image processing
- Perceptual weighting for better visual results
- Custom color palettes for specific aesthetic goals
Technical Resources
For implementation details and API documentation, see:
- Algorithm API Reference - Technical implementation details
- Core Library API - High-level programming interface
- CLI Reference - Command-line usage and options
For practical usage examples:
- Usage Guide - Detailed usage patterns
- Examples - Real-world conversion examples