Color Cell Compression is a lossy image compression algorithm developed by Campbell et al., in 1986, which can be considered an early forerunner of modern texture compression algorithms, such as S3 Texture Compression and Adaptive Scalable Texture Compression. It is closely related to Block Truncation Coding, another lossy image compression algorithm, which predates Color Cell Compression, in that it uses the dominant luminance of a block of pixels to partition said pixels into two representative colors. The primary difference between Color Cell Compression and Block Truncation Coding is that the former was designed to compress color images and the latter was designed to compress grayscale images. Also, Block Truncation Coding requires that the standard deviation of the colors of pixels in a block be computed in order to compress an image, whereas Color Cell Compression does not use the standard deviation. Both algorithms, though, can achieve a 2 bit per pixel compression ratio.
The Color Cell Compression algorithm processes an image in 8 steps, although one of the steps (step #6) is optional. It is assumed here that the input is a 24 bits/pixel image, as assumed in the original journal article, although other bit depths could be used.
Decompression is very easy and straightforward. To reconstruct each compressed 4-pixel by 4-pixel block, the 16-bit luminance bitmap is consulted for each block. Depending on whether an element of the bitmap is 1 or 0, one of the two 8-bit indices into the lookup table is selected and then and the corresponding 24 bit per pixel color value is retrieved.
In spite of its very simple mechanism, the algorithm yields surprisingly good results on photographic images, and it has the advantage of being very fast to decode with limited hardware. Although far surpassed in compression ratio by later block-transform coding methods such as JPEG, it has the advantage of very simple decompression and fast random access into the compressed image.