Why Haiku Vector Icons are So Small

Article contributed by stippi on Mon, 2006-11-13 13:01

How is it that the Haiku vector icons are so small? You might expect great hackery, but actually HVIF is pretty simple. When I tell you all the "secrets", you might just go "doh!". The most important thing is that the format is optimized for icons. Once you take this simple assumption and think it through, you find all sorts of ways to reduce the storage space.


For example, I decided that icons would have a native resolution of 64 by 64 pixels. For crispness, it is very good to snap vector path coordinates to integer pixels. I thought it wouldn't be a bad idea to be able to have points outside the icon too, so I defined a range of -32 to +95 of valid integer coordinates - and these fit into just 7 bits. If a coordinate is not on an integer pixel, or falls outside the -32+95 range, I'm using the 8th bit to indicate a 2 byte coordinate, with which a much larger range can be expressed. In this case, the range is extended to -128 to +192 and the additional precision is used to encode non-integer coordinates as well.


I also realized that it is beneficial to optimize for common forms of vector paths. HVIF distinguishes between three basic types: path with commands, path with straight lines only and path with curves only. An all curves path could represent the other two forms of paths, but it would take the most storage space, because six coordinates need to be stored for each path segment. If a path consists of many straight segments, or even many horizontal and vertical lines, it is better to associate commands with the segments, which greatly reduces the number of coordinates needing to be stored per segment. The SVG format defines many more, but I found four different path commands to be all one would need for the icons. These are horizontal line, vertical line, line and cubic curve. The first two need only one coordinate to be encoded (X or Y), since the other stays the same with regards to the previous point. Line needs 2 coordinates and Curve needs 6. The four path commands can be encoded in 2 bits, and to make things less tricky, I decided to write them separate from the coordinate data, one byte encoding up to four commands. So a simple rectangle aligned to integer pixels needs this storage space:

  • 1 byte for telling how many path points there are (4)
  • 1 byte for four path commands (2 bits could remain unused, but there is a command (line) encoded for the first point anyways)
  • 5 bytes for the coordinates (2 bytes for the first point, 3 bytes for