Interactive · from the 2023 paper
FRQI Palette Studio
Every chunk picks one palette. Three colors. No mixing across the boundary — so drag the controls and watch where that rule starts to hurt.
Preparing the image.
The quantized image.
Drop an image
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The paper's own Fig. 12 bank. Chunk size and palette count are yours to set.
How many pixels have to agree on one palette.
GHZ superdense, two qubits per chunk
Palette qubits scale with chunk count, not image size. Halve the chunk size and this number quadruples — the part the abstract glosses over.
Console hardware hit this problem four decades early. The NES attribute table spends exactly two bits per quad naming one of four three-color palettes; the Game Boy Color spends exactly three per tile naming one of eight. Those are the bit counts of the two superdense schemes in the paper — arrived at independently, for the same reason: naming a palette is cheap, and carrying every color is not.
| Machine | Palettes | Bits / chunk | Chunk | Equivalent |
|---|---|---|---|---|
| Game Boy 1989 | 1 | 0 | whole screen | plain FRQI — nothing to select |
| NES PPU 1983 | 4 | 2 | 16×16 quad | Bennett–Wiesner — 2 bits, 1 qubit |
| Game Boy Color 1998 | 8 | 3 | 8×8 tile | GHZ superdense — 3 bits, 2 qubits |
| This paper 2023 | 4 or 8 | 2 or 3 | your choice | superdense palette selector |