List of color palettes

List of color palettes

The following is a list that contains color palettes for notable computer graphics, terminals and video game consoles. Only a simulated image using a palette and its name are given. Main articles are linked from the name of each palette, test charts, sample colours, simulated images, and further technical details (including references). During older eras of computing, manufacturers developed many different display systems often in a competitive, non-collaborative basis (with a few exceptions in the VESA consortium), creating many proprietary, non-standard different instances of display hardware. Often, as with early personal and home computers, a given machine employed its unique display subsystem, also with its unique color palette. Furthermore, software developers had made use of the color abilities of distinct display systems in many different ways. The result is that there is no single common standard nomenclature or classification taxonomy which can encompass every computer color palette. In order to organize the material, color palettes have been grouped following certain criteria. First, generic monochrome and full RGB repertories common to various computer display systems are listed. Then, usual color repertories used for display systems that employ indexed color techniques. And finally, specific manufacturers' color palettes implemented in many representative early personal computers and video game consoles of various brands. The list for personal computer palettes is split into two categories: 8-bit and 16-bit machines. This is not intended as a true strict categorization of such machines, because mixed architectures also exist (16-bit processors with an 8-bit data bus or 32-bit processors with a 16-bit data bus, among others). The distinction is based more on broad 8-bit and 16-bit computer ages or generations (around 1975–1985 and 1985–1995, respectively) and their associated state of the art in color display capabilities. The following is the common color test chart and sample image used to render each palette in this list: See further details in the summary paragraph of the corresponding article. == List of monochrome and RGB palettes == In this article, the term monochrome palette means a set of intensities for a monochrome display, and the term RGB palette is defined as the complete set of combinations a given RGB display can offer by mixing all the possible intensities of the red, green, and blue primaries available in its hardware. These are generic complete repertories of colors to produce black and white and RGB color pictures by the display hardware, not necessarily the total number of such colors that can be simultaneously displayed in a given text or graphic mode of any machine. RGB is the most common method to produce colors for displays; so these complete RGB color repertories have every possible combination of R-G-B triplets within any given maximum number of levels per component. For specific hardware and different methods to produce colors than RGB, see the List of computer hardware palettes and the List of video game consoles sections. For various software arrangements and sorts of colors, including other possible full RGB arrangements within 8-bit depth displays, see the List of software palettes section. === Monochrome palettes === These palettes only have shades of gray. === Dichrome palettes === Each permuted pair of red, green, and blue (16-bit color palette, with 65,536 colors). For example, "additive red green" has zero blue and "subtractive red green" has full blue. === Regular RGB palettes === These full RGB palettes employ the same number of bits to store the relative intensity for the red, green and blue components of every image's pixel color. Thus, they have the same number of levels per channel and the total number of possible colors is always the cube of a power of two. It should be understood that 'when developed' many of these formats were directly related to the size of some host computers 'natural word length' in bytes—the amount of memory in bits held by a single memory address such that the CPU can grab or put it in one operation. === Non-regular RGB palettes === These are also RGB palettes, in the sense defined above (except for 4-bit RGBI, which has an intensity bit that affects all channels at once), but either they do not have the same number of levels for each primary channel, or the numbers are not powers of two, so are not represented as separate bit fields. All of these have been used in popular personal computers. == List of software palettes == Systems that use a 4-bit or 8-bit pixel depth can display up to 16 or 256 colors simultaneously. Many personal computers in the later 1980s and early 1990s displayed at most 256 different colors, freely selected by software (either by the user or by a program) from their wider hardware's color palette. Usual selections of colors in limited subsets (generally 16 or 256) of the full palette includes some RGB level arrangements commonly used with the 8 bpp palettes as master palettes or universal palettes (i.e., palettes for multipurpose uses). These are some representative software palettes, but any selection can be made in such types of systems. === System specific palettes === These are selections of colors officially employed as system palettes in some popular operating systems for personal computers that feature 8-bit displays. === RGB arrangements === These are selections of colors based on evenly ordered RGB levels, mainly used as master palettes to display any kind of image within the limitations of the 8-bit pixel depth. === Other common uses of software palettes === == List of computer hardware palettes == In old personal computers and terminals that offered color displays, some color palettes were chosen algorithmically to provide the most diverse set of colors for a given palette size, and others were chosen to assure the availability of certain colors. In many early home computers, especially when the palette choices were determined at the hardware level by resistor combinations, the palette was determined by the manufacturer. Many early models output composite video colors. When seen on TV devices, the perception of the colors may not correspond with the value levels for the color values employed (most noticeable with NTSC TV color system). For current RGB display systems for PCs (Super VGA, etc.), see the 16-bit RGB and 24-bit RGB for High Color (thousands) and True Color (millions of colors) modes. For video game consoles, see the List of video game consoles section. For every model, their main different graphical color modes are listed based exclusively in the way they handle colors on screen, not all their different screen modes. The list is organized roughly historically by video hardware, not by branch. They are listed according to the original model of each system, which means that extended versions, clones, and compatibles also support the original palette. === Terminals and 8-bit machines === === 16-bit machines === === Video game console palettes === Color palettes of some of the most popular video game consoles. The criteria are the same as those of the List of computer hardware palettes section.

PeduliLindungi

SatuSehat (Indonesian for "one health"), formerly PeduliLindungi (roughly "care to protect"), is a national integrated health data exchange platform, jointly developed by the Indonesian Ministry of Communication and Information Technology (Kemenkominfo), in partnership with Committee for COVID-19 Response and National Economic Recovery (KPCPEN), Ministry of Health (Kemenkes), Ministry of State-Owned Enterprises (KemenBUMN), and Telkom Indonesia. The SatuSehat platform aims to facilitate data accessibility and service efficiency for health providers and the government, and assist the public as a tool to access their own electronic medical record data. This app was the official COVID-19 contact tracing app used for digital contact tracing in Indonesia, and originally known as TraceTogether but later changed because Singapore had its app using the same name. == Implementation == On 23 August 2021, Coordinating Minister for Maritime and Investments Affairs, Luhut Binsar Panjaitan, encouraged the government to make this app a mandatory requirement before using public transportations, such as train, bus, ferry, and plane. Furthermore, citizen must have installed the app before entering shopping malls, factories, and sport venues. Every person who have received at least a dose of vaccine will receive a vaccine card and vaccination certificate which can be downloaded from the app. In December 2022, with the revocation of PPKM (Community Activities Restrictions Enforcement) starting from 1 January 2023, Ministry of Health issued a statement that the usage of the app is not a governmental mandatory requirement as it used to be. === Transition into a citizen health app === On 7 September 2022, it was announced that the app would be modified to become a citizen health app, capitalising on the reach of the app and the existing work done around the app. On 28 February 2023, the authorities announced that the app was rebranded to SATUSEHAT Mobile (lit. 'OneHealth Mobile'), with existing users needing to update the PeduliLindungi app and re-synchronise their COVID-19 related health information. The re-branded app would eventually be an all-in-one health service and records retrieval app for Indonesians. == Controversy == It was reported that the app requires continuous access to the phone's files, media, and GPS, which quickly drains the battery. Allowing location access only during use or denying it altogether will render the app unusable. This stands in stark contrast to COVID-19 apps used in other countries that only utilize Bluetooth and do not require any additional permissions. In September 2021, stored personal data of at least 1.3 million Indonesian residents were leaked online, including the vaccine certificate of President Joko Widodo. The data leak was also reported on eHAC (electronic Health Alert Card), a mandatory app used for air passengers.

Vector quantization

Vector quantization (VQ) is a classical quantization technique from signal processing that allows the modeling of probability density functions by the distribution of prototype vectors. Developed in the early 1980s by Robert M. Gray, it was originally used for data compression. It works by dividing a large set of points (vectors) into groups having approximately the same number of points closest to them. Each group is represented by its centroid point, as in k-means and some other clustering algorithms. In simpler terms, vector quantization chooses a set of points to represent a larger set of points. The density matching property of vector quantization is powerful, especially for identifying the density of large and high-dimensional data. Since data points are represented by the index of their closest centroid, commonly occurring data have low error, and rare data high error. This is why VQ is suitable for lossy data compression. It can also be used for lossy data correction and density estimation. Vector quantization is based on the competitive learning paradigm, so it is closely related to the self-organizing map model and to sparse coding models used in deep learning algorithms such as autoencoder. == Training == One simple training algorithm for vector quantization is: Pick a sample point at random Move the nearest quantization vector centroid towards this sample point, by a small fraction of the distance Repeat A more sophisticated algorithm reduces the bias in the density matching estimation and ensures that all points are used, by including an extra sensitivity parameter: Increase each centroid's sensitivity s i {\displaystyle s_{i}} by a small amount Pick a sample point P {\displaystyle P} at random For each quantization vector centroid c i {\displaystyle c_{i}} , let d ( P , c i ) {\displaystyle d(P,c_{i})} denote the distance of P {\displaystyle P} and c i {\displaystyle c_{i}} Find the centroid c i {\displaystyle c_{i}} for which d ( P , c i ) − s i {\displaystyle d(P,c_{i})-s_{i}} is the smallest Move c i {\displaystyle c_{i}} towards P {\displaystyle P} by a small fraction of the distance Set s i {\displaystyle s_{i}} to zero Repeat It is desirable to use a cooling schedule to produce convergence: see Simulated annealing. Another simple method is LBG, which is based on k-means. The algorithm can be iteratively updated with "live" data, rather than by picking random points from a data set, but this will introduce some bias if the data are temporally correlated over many samples. == Applications == Vector quantization is used for lossy data compression, lossy data correction, pattern recognition, density estimation and clustering. Lossy data correction, or prediction, is used to recover data missing from some dimensions. It is done by finding the nearest group with the data dimensions available, then predicting the result based on the values for the missing dimensions, assuming that they will have the same value as the group's centroid. For density estimation, the area/volume that is closer to a particular centroid than to any other is inversely proportional to the density (due to the density matching property of the algorithm). === Use in data compression === Vector quantization, also called "block quantization" or "pattern matching quantization" is often used in lossy data compression. It works by encoding values from a multidimensional vector space into a finite set of values from a discrete subspace of lower dimension. A lower-space vector requires less storage space, so the data is compressed. Due to the density matching property of vector quantization, the compressed data has errors that are inversely proportional to density. The transformation is usually done by projection or by using a codebook. In some cases, a codebook can be also used to entropy code the discrete value in the same step, by generating a prefix coded variable-length encoded value as its output. The set of discrete amplitude levels is quantized jointly rather than each sample being quantized separately. Consider a k-dimensional vector [ x 1 , x 2 , . . . , x k ] {\displaystyle [x_{1},x_{2},...,x_{k}]} of amplitude levels. It is compressed by choosing the nearest matching vector from a set of n-dimensional vectors [ y 1 , y 2 , . . . , y n ] {\displaystyle [y_{1},y_{2},...,y_{n}]} , with n < k. All possible combinations of the n-dimensional vector [ y 1 , y 2 , . . . , y n ] {\displaystyle [y_{1},y_{2},...,y_{n}]} form the vector space to which all the quantized vectors belong. Only the index of the codeword in the codebook is sent instead of the quantized values. This conserves space and achieves more compression. Twin vector quantization (VQF) is part of the MPEG-4 standard dealing with time domain weighted interleaved vector quantization. === Video codecs based on vector quantization === Bink video Cinepak Daala is transform-based but uses pyramid vector quantization on transformed coefficients Digital Video Interactive: Production-Level Video and Real-Time Video Indeo Microsoft Video 1 QuickTime: Apple Video (RPZA) and Graphics Codec (SMC) Sorenson SVQ1 and SVQ3 Smacker video VQA format, used in many games The usage of video codecs based on vector quantization has declined significantly in favor of those based on motion compensated prediction combined with transform coding, e.g. those defined in MPEG standards, as the low decoding complexity of vector quantization has become less relevant. === Audio codecs based on vector quantization === AMR-WB+ CELP CELT (now part of Opus) is transform-based but uses pyramid vector quantization on transformed coefficients Codec 2 DTS G.729 iLBC Ogg Vorbis TwinVQ === Use in pattern recognition === VQ was also used in the eighties for speech and speaker recognition. Recently it has also been used for efficient nearest neighbor search and on-line signature recognition. In pattern recognition applications, one codebook is constructed for each class (each class being a user in biometric applications) using acoustic vectors of this user. In the testing phase the quantization distortion of a testing signal is worked out with the whole set of codebooks obtained in the training phase. The codebook that provides the smallest vector quantization distortion indicates the identified user. The main advantage of VQ in pattern recognition is its low computational burden when compared with other techniques such as dynamic time warping (DTW) and hidden Markov model (HMM). The main drawback when compared to DTW and HMM is that it does not take into account the temporal evolution of the signals (speech, signature, etc.) because all the vectors are mixed up. In order to overcome this problem a multi-section codebook approach has been proposed. The multi-section approach consists of modelling the signal with several sections (for instance, one codebook for the initial part, another one for the center and a last codebook for the ending part). === Use as clustering algorithm === As VQ is seeking for centroids as density points of nearby lying samples, it can be also directly used as a prototype-based clustering method: each centroid is then associated with one prototype. By aiming to minimize the expected squared quantization error and introducing a decreasing learning gain fulfilling the Robbins-Monro conditions, multiple iterations over the whole data set with a concrete but fixed number of prototypes converges to the solution of k-means clustering algorithm in an incremental manner. === Generative adversarial networks (GAN) === VQ has been used to quantize a feature representation layer in the discriminator of generative adversarial networks. The feature quantization (FQ) technique performs implicit feature matching. It improves the GAN training, and yields an improved performance on a variety of popular GAN models: BigGAN for image generation, StyleGAN for face synthesis, and U-GAT-IT for unsupervised image-to-image translation.

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Elowan

Elowan is a plant-robot cyborg. Using its own internal bioelectrical signals, The plant has a robotic extension that makes it move towards light sources. Electrodes are inserted into the leaves, stem, and ground to detect the faint bioelectrical signals the plant produces. Then they are amplified so the robot can read them. So when the plant "wants" to go to light, the cyborg automatically goes to the nearest light source. Future extensions of the robot could provide: Protection, growth frameworks, and nutrients. Other factors that could make the cyborg move are temperature, soil, and gravity conditions Elowan is one in a series of plant-electronic hybrid experiments.

Xuedong Huang

Xuedong David Huang (born October 20, 1962) is a Chinese-American computer scientist and technology executive who has made contributions to spoken language processing and artificial intelligence, including Azure AI Services. He is Zoom's chief technology officer after serving as Microsoft's Technical Fellow and Azure AI Chief Technology Officer for 30 years. Huang is a strong advocate of AI for Accessibility, and AI for Cultural Heritage. == Education == Huang received his PhD from the University of Edinburgh in 1989 (sponsored by the British ORS and Edinburgh University Scholarship), his MS from Tsinghua University in 1984, and BS from Hunan University in 1982. == Career == After receiving his PhD in 1989, Huang joined Carnegie Mellon University and worked with Raj Reddy and Kai-Fu Lee on speech recognition. At CMU, he directed the Sphinx-II speech system research which achieved the best performance in every category of DARPA's 1992 benchmarking. Microsoft Research recruited him to found and lead Microsoft's spoken language initiatives in 1993. His co-authored book Spoken Language Processing and his Historical speech recognition review succinctly summarize several generations of spoken language research. As Microsoft's Mr. Speech for three decades, Huang has been instrumental in creating Microsoft's Speech Application Programming Interface (SAPI), shipping Microsoft Speech Server, and modernizing spoken language and integrative AI services via Azure AI, which not only enables millions of 3rd party customers but also powers up Microsoft's Windows, Office, Teams, and Azure OpenAI Services. Huang helped Microsoft and Azure Cognitive Services achieve multiple industry's first human parity milestones on the following open research tasks: transcribing conversational speech, machine translation, conversational QnA, and computer vision image captioning. Huang has made significant contributions to the software and AI industry through his executive leadership and his scientific publications, owning more than 170 US patents and impacting billions through Azure AI enabled products and services. In 2016, Wired magazine named him one of 25 Geniuses. In 2021, Azure AI was named the winner of InfoWorld's Technology of the Year Award. Huang was awarded the Allen Newell research excellence medal in 1992, and IEEE Speech Processing Best Paper in 1993. He was recognized as an IEEE Fellow by Institute of Electrical and Electronics Engineers in 2000, named ACM Fellow by Association for Computing Machinery in 2017, and a member of Washington State Academy of Sciences. Huang received 2022 Asian American Corporate Leadership Award, and IEEE Amar Bose Industrial Leader Award. In 2023, he was elected a member of the US National Academy of Engineering (NAE), and a member of the American Academy of Arts and Sciences.