# Color theory

There are several interesting color maps in reanimate, like viridis and parula. This got me interested in the color theory that underpins them and I decided to make a short video presenting what I learned. This is not about color theory, though, but rather the technical details involved with writing and rendering a fairly long animation in Haskell.

# Caching

Reanimate uses the conceptually simple model that animations are SVG images over time. This model makes it easy to create animations but it can be quite inefficient. In the worst case, graphical elements are recomputed in every frame instead of being computed once and then reused.

The color-theory video contains a programmatically generated map of the XYZ color space. This map is expensive to generate at high resolutions but it almost never changes and is a prime candidate for caching.

Videos don't have to be particularly long before render times become a serious concern. The color-theory video is 6m 13s long, consisting of 22403 frames at 60 frames per second, rendered at a resolution of 2560x1440. Even at this small scale, rendering without any caching is infeasible, clocking in at about 10 hours using my (admittedly underpowered) 4 core / 8 threads i7-8705 CPU.

When a large SVG node is used in several frames, it can be more efficient to convert it to an image and then replacing it with the image file in subsequent frames. Reanimate has builtin support for this kind of pre-rendering:

prerenderSvg :: Hashable a => a -> SVG -> SVG


The first argument to prerenderSvg is a key that must uniquely identify the SVG. This could be the hash of the SVG but is usually something cheaper to produce. The returned SVG node contains the PNG image of the rendered input. Caching is handled transparently and repeated calls will only render the SVG once.

In the color-theory animation, pre-rendering just three large SVG nodes brings the render time down from ~10 hours to 48 minutes (12m 26s for generating SVGs + 36m 14s for encoding the video). A huge improvement and the code is still as declarative and maintainable as before.

# External renderers

FFmpeg is the video encoder used by reanimate and it is responsible for turning SVG frames into videos. It does a wonderful job but is quite strict about security and does not allow links from SVGs to external image files. Reanimate bypasses this restriction by detecting when links are allowed and inlining images if they are not.

Inlining images (encoded as base64) is not cheap, though, and, with enough images, it is faster to use an external renderer before encoding the frames with FFmpeg. Reanimate can use inkscape, rsvg and imagemagick to convert SVG images to PNGs and those three renderers all support external links.

Using an external renderer should speed up both the generation of SVG frames and the video encoding. This comes at the cost of adding an extra step for converting SVG images to PNGs:

renderer SVG ➞ PNG
imagemagick 49m 11s
inkscape 1h 39m 11s
rsvg 27m 35s

Imagemagick and inkscape are too slow but rsvg looks promising. Putting it all together lowers the total render time from 48 minutes to 43 minutes.

approach SVG SVG ➞ PNG MP4 Total
no cache ~10 hours - 36m 14s ~10.5 hours
cache 12m 26s - 36m 14s 48m 40s
cache + rsvg 7m 56s 27m 35s 7m 45s 43m 16s

All-in-all, I'm pretty happy with a 6 minute video (60fps, UHD) requiring only 43 minutes to render. But there is still lots of room for improvement in the future:

• There are quite a few duplicate frames in the color-theory video where nothing changes. These duplicates should be automatically identified and rendered only once.
• Invoking an external renderer for each of the 22403 frames carries a lot of overhead. This overhead can be reduced by joining SVG frames together side-by-side and slicing up the resulting image.
• SVG rendering is String-based and quite slow. Using blaze-svg will make serializing SVGs faster.

# Timings and script

I wrote nearly all of the color-theory animation before Reanimate had voice control, and working out appropriate timings by hand was way more difficult than I expected. It even affected my development process. I used to write small fragments of animation and then combined them into larger segments. Now I focus more on sprites, their parameters, and their lifetime effects, and leave all timing/durations to be settled at a later time.

Having computer-generated transcript timings and a speedy renderer is without a doubt convenient. But I've found that writing an engaging and coherent script is the most difficult task, by far. Not sure what Reanimate can do to help besides taking care of technical details, thus lowering my cognitive load.