The cover for Palette Programming: A Modern Guide to Color Quantization.

Interested in retro computer graphics?

How about numerical programming?

Here’s a book that combines the two.

Palette Programming: A Modern Guide to Color Quantization explains how to represent images using small color palettes. It’s an old computer graphics problem, but an educational one since it involves recursive algorithms, statistics, and color science.

If that sounds interesting and you are ready to take on a challenging Python programming project, then this book is for you.

You will learn about technical subjects such as:

Still, it’s a practical book. There is some theory, but only what you need to understand the code. Not an academic treatise but an illustrated guide with real code.

Updates on the book

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The book will be published in 2026. First as a digital edition, followed by a printed physical version. The digital format is a PDF in both full-size and smaller e-reader form factors.

See how it looks below↓ or check out the table of contents.

A sample spread from the book's NumPy tutorial. It shows prose, Python code snippets, and a color quantization result figure in the top left corner.

Book information

Release date
2026 (planned)
Author
Pekka R. H. Väänänen
Format
A5, full-color, 250 pp. Ring-bound softcover.
PDF, e-reader PDF.
Cover design
Janya Markevich

How it’s structured

The first third of the book is a step-by-step guide to writing a “baseline” algorithm that’s both simple and effective. It’s a great project for anyone interested in developing their skill as a programmer.

Part two introduces practical tricks everyone uses but textbooks often ignore such as bit cutting and RGB dithering.

Part three discusses more theoretical aspects such as different k-means initialization schemes, perceptual color spaces, and code optimizations.

Table of contents

Contents and chapter order are still subject to change.

Part 1: Setting the Baseline

  • Image Processing in Python
  • The Trivial Median Cut
  • Refinement with K-means
  • Cut by Variance
  • Simple Ordered Dithering
  • Real-World Software Investigation

Part 2: Practical Improvements

  • Histograms & Bit Cuts
  • Ordered Dither Color Selection
  • Error Diffusion Dithering
  • Pixel Mapping Tricks
  • How to Deal with Transparency
  • Perceptual Color Spaces

Part 3: Theoretical Advances

  • MSE vs SSIMULACRA
  • Optimized Variance Calculations
  • Locally Optimal Cuts
  • Wu’s Famous 1991 Technique
  • Going All In on K-Means
  • PSOATCQ is SOTA

From the author

January 5th, 2026

Hello! My name is Pekka Väänänen and I’m a software engineer and a writer. This book started in spring 2025 with a broader graphics theme, but when working on a Nintendo 64 lighting experiment, I became obsessed with the color quantization problem. A lot of what I learned from reading open source code such as libimagequant and exoquant.c wasn’t mentioned in any textbook. I then initiated excavations in the academic literature, and discovered remains of even more techniques unknown to the general public. That’s how the book concept started to form.

I love programming and started trying out different color quantization algorithms myself, building the experimental VariQuant GUI tool in the process. Numerical programming has been my hobby since 2013 when I participated in Andrew Ng’s popular Machine Learning online course. That’s why the code in the book is in Python: it’s the standard tool in this field.

But why should anyone study this old stuff? Didn’t we evolve beyond 256-color GIFs for a reason? Sure, display technology has improved, but I sincerely believe we should use old computers for longer. Producing electronics takes a lot of energy and natural resources. Both are something we should conserve.

Real progress involves learning new ways to do old things better, and not just relying on hardware advances for new capabilities. I hope by popularizing the art of color quantization I’ll encourage others to work on better tooling for retro platforms, which should lead to a higher appreciation of aging hardware. The same techniques can also be applied in modern software, for example to optimize image sizes on the web to lower data transmission costs.

–Pekka

Author bio

Pekka R. H. Väänänen (M.Sc. computer science) is a software engineer who writes about computer graphics on his website at 30fps.net.

He has worked on 3D model streaming and robot simulations at Umbra, and with 3D reconstruction and VR headset tracking at Varjo.

He also hacked on 2D graphics drivers as an intern at NVIDIA, a long time ago.

You can also find Pekka on Bluesky, Mastodon, and YouTube.