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.

Source

Drop an image

Images stay in your browser. Nothing is uploaded.

Hardware

The paper's own Fig. 12 bank. Chunk size and palette count are yours to set.

Constraints
Chunk size4×4

How many pixels have to agree on one palette.

Palettes in bank8 · 3 bits

GHZ superdense, two qubits per chunk

Draw
Color
Brush
Qubit budget
position12
color1
palette2 × 256 chunks512
total qubits525
same image, classically98,304

Palette qubits scale with chunk count, not image size. Halve the chunk size and this number quadruples — the part the abstract glosses over.

The same constraint, 1983

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.

MachinePalettesBits / chunkChunkEquivalent
Game Boy 198910whole screenplain FRQI — nothing to select
NES PPU 19834216×16 quadBennett–Wiesner — 2 bits, 1 qubit
Game Boy Color 1998838×8 tileGHZ superdense — 3 bits, 2 qubits
This paper 20234 or 82 or 3your choicesuperdense palette selector