Status: Draft (as of November 2021). There is no compatibility guarantee yet.
A companion document has further discussion of NIE related work.
NIE is an easily parsed, uncompressed, lossless format for still (single frame) images. The 16 byte header:
- 4 bytes of 'magic': [0x6E, 0xC3, 0xAF, 0x45], the UTF-8 encoding of "nïE".
- 4 bytes of version-and-configuration: [0xFF, 0x62, 0x6E or 0x70, 0x34 or
0x38].
- The first byte denotes the overall NIE/NII/NIA format version. 0xFF (which is not valid UTF-8) denotes version 1. There are no other valid versions at this time.
- The second byte must be an ASCII 'b'. This denotes that the payload is in BGRA order (not RGBA), in terms of the wire format, independent of CPU endianness.
- The third byte, either an ASCII 'n' or an ASCII 'p', denotes whether the payload contains non-premultiplied or premultiplied alpha.
- The fourth byte, either an ASCII '4' or an ASCII '8', denotes whether there are 4 or 8 bytes per pixel.
- Future format versions may allow other byte values, but in version 1, it must be '\xFF', then 'b', then 'n' or 'p', then '4' or '8'.
- 4 bytes little-endian
uint32
width. The high bit must not be set. - 4 bytes little-endian
uint32
height. The high bit must not be set.
The payload:
- 4 or 8 bytes per pixel. W×H pixels in row-major order (horizontally adjacent
pixels are adjacent in memory). For example, with 8 bytes per pixel, those
bytes are [B₀, B₁, G₀, G₁, R₀, R₁, A₀, A₁]. The ₀ and ₁ subscripts denote
the low and high bytes of each little-endian
uint16
.
That's it.
This still image is 3 pixels wide and 2 pixels high. It is a crude approximation to the French flag, being three columns: blue, white and red.
00000000 6e c3 af 45 ff 62 6e 34 03 00 00 00 02 00 00 00 |n..E.bn4........|
00000010 ff 00 00 ff ff ff ff ff 00 00 ff ff ff 00 00 ff |................|
00000020 ff ff ff ff 00 00 ff ff |........|
NII is an index for animated (multiple frame) images. In video compression terminology, every NII frame is an I-frame, also known as a keyframe. A NII file doesn't contain the images per se, only the duration that each frame should be shown.
The per-frame images, not part of a NII file, may be NIE images, but they may
also be in other formats, such as PNG or WebP or a heterogenous mixture. They
may be static files (possibly with systematic filenames such as
frame000000.png
, frame000001.png
, etc.) or dynamically generated. That is
for each application to decide, and out of scope of this specification.
A NII file consists of a 16 byte header, a variable sized payload and an 8 byte footer.
The 16 byte NII header:
- 4 bytes of 'magic': [0x6E, 0xC3, 0xAF, 0x49]. The final byte differs from NIE: an ASCII 'I' instead of an ASCII 'E'.
- 4 bytes of version-and-padding, all 0xFF.
- 4 bytes little-endian
uint32
width. The high bit must not be set. - 4 bytes little-endian
uint32
height. The high bit must not be set.
The payload is a sequence of 0 or more frames, exactly 8 bytes (a little-endian
uint64
) per frame:
- The most significant bit is 0.
- The low 63 bits are the cumulative display duration (CDD). This is the amount of time, relative to the start of the animation, at which display should proceed to the next frame.
Every frame's CDD must be greater than or equal to the previous frame's CDD (or for the first frame, greater than or equal to zero, which will always be true).
For example, if an animation has four frames, to be displayed for 1 second, 2 seconds, 0 seconds and finally 4.5 seconds, then the CDD's are 1s, 3s, 3s and 7.5s. NII's unit of time is flicks: one flick (frame-tick) is 1 / 705_600_000 of a second. Continuing our example, the CDDs (in decimal and then hexadecimal) are:
- 705_600_000 × 1.0 = 0_705_600_000 = 0x0000_0000_2A0E_9A00.
- 705_600_000 × 3.0 = 2_116_800_000 = 0x0000_0000_7E2B_CE00.
- 705_600_000 × 3.0 = 2_116_800_000 = 0x0000_0000_7E2B_CE00.
- 705_600_000 × 7.5 = 5_292_000_000 = 0x0000_0001_3B6D_8300.
Animations lasting (1<<63)
or more flicks, more than 400 years, are not
representable in the NII format.
The 8 byte NII footer:
- 4 bytes little-endian
uint32
LoopCount. - 4 bytes: [0x00, 0x00, 0x00, 0x80].
A zero LoopCount means that the animation loops forever. Non-zero means that the animation is played LoopCount times and then stops. This is the APNG meaning, not the GIF meaning (the number of times to repeat the loop after the first play). The two meanings differ by 1.
This animated image is 3 pixels wide and 2 pixels high. It consists of 20 frames, being 10 loops of 2 frames. The total animation time of a single loop is 3 seconds, so the 10 loops will take 30 seconds. The first frame is shown for 1 second. The next frame is shown for (3 - 1) seconds (i.e., 2 seconds). The actual pixel data per frame is stored elsewhere.
00000000 6e c3 af 49 ff ff ff ff 03 00 00 00 02 00 00 00 |n..I............|
00000010 00 9a 0e 2a 00 00 00 00 00 ce 2b 7e 00 00 00 00 |...*......+~....|
00000020 0a 00 00 00 00 00 00 80 |........|
NIA is like a NII file where the per-frame still images are NIE files interleaved between the NII payload values.
The NIA header is the same as the 16 byte NII header, except that the 4 byte 'magic' ends in an ASCII 'A' instead of an ASCII 'I', and the 5th to 8th bytes are version-and-configuration (the same as for NIE), instead of NII's version-and-padding. The range of valid version-and-configuration bytes is the same for NIA as it is for NIE.
The NIA footer is the same as the 8 byte NII footer.
The payload is a sequence of 0 or more frames. Each frame is:
- 8 bytes little-endian
uint64
value, the same meaning and constraints as a NII payload value. - A complete NIE image: header and payload. The outer NIA and inner NIE must have the same 12 bytes of version-and-configuration, width and height.
- Either 0 or 4 bytes of padding. If present, it must be all zeroes. The
padding ensures that the size of the padded NIE image a multiple of 8 bytes,
so that every CDD field is 8 byte aligned. The padding size is 4 if and only
if there are 4 (not 8) bytes per pixel and both the width and height are odd.
A C programming language expression for its presence is
((bytes_per_pixel == 4) && (width & height & 1))
.
This animated image is 3 pixels wide and 2 pixels high. It consists of 20 frames, being 10 loops of 2 frames. The total animation time of a single loop is 3 seconds, so the 10 loops will take 30 seconds. The first frame is a crude approximation to the French flag (blue, white and red) and is shown for 1 second. The next frame is a crude approximation to the Italian flag (green, white and red) and is shown for (3 - 1) seconds (i.e., 2 seconds).
00000000 6e c3 af 41 ff 62 6e 34 03 00 00 00 02 00 00 00 |n..A.bn4........|
00000010 00 9a 0e 2a 00 00 00 00 6e c3 af 45 ff 62 6e 34 |...*....n..E.bn4|
00000020 03 00 00 00 02 00 00 00 ff 00 00 ff ff ff ff ff |................|
00000030 00 00 ff ff ff 00 00 ff ff ff ff ff 00 00 ff ff |................|
00000040 00 ce 2b 7e 00 00 00 00 6e c3 af 45 ff 62 6e 34 |..+~....n..E.bn4|
00000050 03 00 00 00 02 00 00 00 00 ff 00 ff ff ff ff ff |................|
00000060 00 00 ff ff 00 ff 00 ff ff ff ff ff 00 00 ff ff |................|
00000070 0a 00 00 00 00 00 00 80 |........|
One motivating example is securely decoding untrusted images, perhaps uploaded from potentially malicious actors. Codec libraries have been a rich source of software security vulnerabilities in the past. One response is to split off such code into a separate, sandboxed process that reads the compressed image and writes the equivalent NIE/NIA image, perhaps through pipes or shared memory. The untrusted codec library processes the untrusted data within the sandboxed worker process. The unsandboxed manager process only needs to handle the much simpler NIE/NIA format. That format can be further simplified by the manager mandating a fixed version-and-configuration, such as v1-"bn4".
Another example is connecting a series of independent image manipulation programs, each component reading, transforming and then writing a NIE/NIA image. Such filters can be written in simple programming languages and connected with Unix-style pipes.
Another example is storing 'golden images' (or their hashes) for codec development. Given a corpus of test images in a compressed format (e.g. a corpus of PNG files), it is useful to store their expected decodings for comparison, but those golden test files should be encoded in an alternative format, such as NIE/NIA.
The 4 bytes of 'magic' are the UTF-8 encoding of the non-ASCII strings "nïE", "nïI" and "nïA". The unusual capitalization lessens the chance of plain text data accidentally matching these magic bytes.
For premultiplied alpha, it is valid for a pixel's blue, green or red values to be greater than its alpha value. Interpretation of such super-saturated colors is out of scope of this specification.
A program that simply extracts a subset of a NIA's frames as a new NIA animation is not required to examine or re-encode every payload byte in order to always output valid NIA data.
Given a NIA animation's bytes per pixel, width and height B, W and H, the offset and length of the i'th frame's NIE data within that NIA is a simple computation (but remember to check for overflow):
- length = roundup8(B × W × H) + 16
- offset = ((length + 8) × i) + 24
The roundup8 function rounds its argument up to the nearest multiple of 8.
This is random access by frame index (the "i" in "the i'th frame"), not by time, as different frames can have different display durations.
A still image is, in some sense, an animated image with a single frame, albeit without an explicit display duration or looping behavior. Some animated image formats also support zero frames, just like the empty string being a valid string. For these degenerate (0 or 1 frame) cases, when converting to NII or NIA, the convention (but not requirement) is a zero CDD and a zero LoopCount.
Other animation formats, like APNG and GIF, provide display durations relative to the previous frame, not relative to the initial frame. The two schemes are equivalent, in that from a complete stream, either one can be derived from the other. NII / NIA frames report the cumulative number so that random access by time can be implemented as a binary search, given random access by frame index.
Suppose we are given a time t ≥ 0 and want to find the frame to show at that time. First, there may be no such frame, if the animation contains no frames.
Otherwise, let o be the final frame's CDD, so that o ≥ 0. If o is zero, the frame to show is the final frame of the animation, and no further computation is necessary.
Otherwise, calculate the number of loops that would complete by time t: n = t / o, rounding down to the nearest integer. If the LoopCount is non-zero (as zero means loop forever) and n ≥ LoopCount then the frame to show is the final frame.
Otherwise, calculate t′ = t - (n × o), the time 'modulo' o. Binary search to find the smallest i ≥ 0 such that both CDD(i) > t′ and the _i_th frame is non-instantaneous. CDD(i) is the cumulative display duration for frame i. The first frame is instantaneous if its CDD is zero. Any other frame is instantaneous if its CDD equals its previous frame's CDD.
Parsing NIE data is almost trivial, but care should be taken to avoid integer
arithmetic overflow when calculating the pixel buffer size from fields in the
NIE header. For example, a C programming language statement like size_t row_size = bytes_per_pixel * width;
is incorrect without additional prior
checks. A careful C implementation is:
#include <stdbool.h>
#include <stdint.h>
// nie_payload_size calculates the size in bytes of a NIE payload, given the
// metadata from the NIE header: bytes_per_pixel, width and height. The max
// argument, not defined in the metadata, is the caller's maximum acceptable
// payload size. For example, pass SIZE_MAX for max, or pass a smaller value if
// you wish to limit the memory required to decode an arbitrary NIE file (and
// reject otherwise valid NIE files that would require more memory).
//
// That size is essentially (bytes_per_pixel * width * height), but this
// function checks for integer arithmetic overflow. It also checks that the
// result pointer is non-NULL, the result (the calculated payload size) is less
// than or equal to max, and that the bytes_per_pixel is either 4 or 8.
//
// The bool return value is whether all checks pass. On success, it sets
// *result to the payload size.
bool nie_payload_size(size_t* result,
size_t max,
uint32_t bytes_per_pixel,
uint32_t width,
uint32_t height) {
if ((result == NULL) || ((bytes_per_pixel != 4) && (bytes_per_pixel != 8))) {
return false;
}
uint64_t n = ((uint64_t)width) * ((uint64_t)height);
// bpp_shift is 2 or 3, depending on bytes_per_pixel being 4 or 8.
uint32_t bpp_shift = 2 + (bytes_per_pixel >> 3);
if (n > (max >> bpp_shift)) {
return false;
}
n <<= bpp_shift;
*result = (size_t)n;
return true;
}
There is no facility for describing color spaces, gamma, palettes or other metadata such as EXIF information. For example, when using a sandboxed worker process to convert from a PNG image (with an embedded color profile) to a NIE image, the target color space should be provided to the worker out-of-band.
There is no facility for explicitly describing YUV or Y'CbCr color. Converting between NIE/NIA and formats such as JPEG or WebP Lossy is a lossy process, although JPEG and WebP Lossy are lossy formats to begin with.
It was not always the case, historically, but in this specification, byte
is
synonymous with octet
and uint8
.
The recommended filename extensions are .nie
, .nii
and .nia
.
The recommended MIME types are image/x-nie
, image/x-nii
and image/x-nia
.
The .nif
filename extension is already used by the NetImmerse / Gamebryo game
engine. Instead, you can think of .nie
as derived from the word "naïve".
I pronounce "NIE", "NII" and "NIA" as /naɪˈiː/, /naɪˈaɪ/ and /naɪˈeɪ/, ending in a long "E", "I" or "A" sound. It's definitely a hard "N", not a soft one.
Updated on January 2022.