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JXL is an interesting standard. Integrates a recompressor that shaves ~20% off .jpgs without further loss(!), FUIF for essentially-lossless images in a progressive/interlaced mode like this, a separate lossless format, and a new lossy format with variable-sized DCTs and a bunch of other new tools (other transforms for DCT-unfriendly content, postfilter for DCT artifacts, new colorspace, chroma-from-luma...). It's intended to be royalty-free.

I'm not sure if putting it all under one standard will make it hard to adopt, and/or if AVIF (based on AV1) will just become the new open advanced image format first. Interesting to see in any case.

Brief presentation: https://www.itu.int/en/ITU-T/Workshops-and-Seminars/20191008...

Longer presentation with more of the rationales for choices: https://www.spiedigitallibrary.org/conference-proceedings-of...

Draft standard: https://www.researchgate.net/publication/335134903_Committee...

Play in your browser: http://libwebpjs.appspot.com/jpegxl/




I think the progressive loading feature of FLIF/FUIF/JXL would be really interesting for WebGL. WebGL games already have asynchronous resource loading and incremental image decoding/texture upload just by virtue of using the available APIs. One could get a pseudo texture streaming effect by default (although no unloading of textures...)


The fancy new lossy mode has some incremental loading too; could be interesting for both.


> Play in your browser: http://libwebpjs.appspot.com/jpegxl/

> Input: 61710Bytes => JPEGXL: 35845Bytes 0.58% size of input

I think someone forgot to multiply by 100. (too bad, I mean 172x compression would be even more amazing!)




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