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2D animation

What Is Raster Animation in Computer Graphics?

Raster animation uses changing pixel-based images to create motion. Learn how frame-by-frame, sprite, canvas, GIF, APNG, and rendered animations work—and when to use each approach.

By ThatPainter Team 10 min read

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Raster animation is animation made from, or rendered as, raster images: rectangular grids of colored pixels. Motion is created by displaying changing pixel images in sequence, quickly and consistently enough that the viewer perceives movement.

It can be hand-drawn frame by frame, built from sprite images, generated procedurally on a canvas, or rendered from a 3D scene. The term describes the pixel-based image representation—not one specific file format or animation technique.

What is a raster image?

A raster image, also called a bitmap, is a grid of pixels. Each pixel stores color information and may also store transparency, usually through an alpha value. Photographs, digital paintings, pixel art, textures, GIFs, PNGs, and video frames are common examples of raster imagery.

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Raster images are resolution-dependent. An image created at 320 × 180 pixels contains a fixed grid at that size. Enlarging it substantially can reveal blocky pixels, softness, or blur. This is not necessarily a defect: pixel art often uses deliberate hard-edged pixels, while a photographic image may be designed to look smooth at a particular display size.

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By contrast, vector graphics describe shapes using paths, curves, fills, and mathematical properties. They can usually be scaled without the same pixel-grid artifacts.

Raster graphics Vector graphics
Made from pixels Made from mathematical shapes and paths
Resolution-dependent Generally resolution-independent
Well suited to painting, textures, photos, and pixel art Well suited to logos, icons, and geometric illustrations
Enlarging may cause pixelation or softness Usually scales cleanly

Even vector artwork ultimately appears as pixels on a screen. A display or graphics pipeline commonly rasterizes vector or geometric information before showing it.

How raster animation creates motion

A single bitmap does not move by itself. An animation system changes which pixels are displayed, or changes how raster images are positioned and composited, over time.

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  1. Update the animation state, such as a character pose, position, effect, or frame index.
  2. Clear, replace, or partially update the previous image.
  3. Draw the next bitmap or composite the scene from raster images.
  4. Present the completed frame for its intended duration.
  5. Repeat.

In a simple canvas-style workflow, this is often expressed as update → clear → draw → present. Apple’s canvas documentation describes repeatedly clearing and redrawing updated images, shapes, or paths. Real systems may instead use dirty rectangles, layered canvases, GPU compositing, double buffering, or partial frame updates.

animation state
      ↓
update positions, poses, effects, or frame indices
      ↓
select or generate raster images
      ↓
composite background, sprites, and effects
      ↓
write the result to a canvas or framebuffer
      ↓
present the frame
      ↓
repeat

When neighboring frames differ by an appropriate amount and arrive at consistent intervals, the sequence is perceived as continuous motion. Smoothness depends on frame duration, motion spacing, rendering workload, display refresh, image decoding, and whether frames are dropped—not simply on having more frames.

Is raster animation always frame by frame?

No. Frame-by-frame animation is one important form, but raster animation can also be produced by moving, transforming, compositing, or generating bitmap content procedurally.

Hand-authored frame-by-frame animation

In frame-by-frame animation, the artist creates separate artwork for successive keyframes. Each image may contain a deliberately different pose, expression, brushstroke, effect, or pixel arrangement. This is useful for hand-drawn animation, pixel art, stop-motion-style sequences, and painterly effects.

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In Adobe Animate, a basic workflow is to select a layer and starting frame, use Insert > Timeline > Keyframe when necessary, create the artwork, insert another keyframe, modify the artwork, and repeat. Onion skinning can show preceding and following frames while drawing. Adobe notes that complete frame values can make frame-by-frame animation increase file size more quickly than tweened animation.

Adobe’s documentation, updated June 9, 2026, describes Animate as being in maintenance mode: Adobe says it will continue support and security fixes but does not plan new features. That status is relevant when choosing a long-term authoring tool.

Sprite animation

A sprite is a bitmap image or pixel array treated as an independently managed object. A game character’s walk cycle might consist of several raster images shown in sequence while the character’s position changes in the game world.

  • Animation frame: the image state, such as a character with one foot forward.
  • Sprite position: where that image appears in the scene.
  • Sprite sheet: one larger bitmap containing many animation frames.
  • Compositing: combining sprites with backgrounds, effects, UI, and other scene elements.

A sprite sheet can reduce asset-management overhead and make it convenient for an engine to select frames by rectangular coordinates. The application still controls timing, position, scale, collision behavior, and layering.

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Procedural and rendered raster animation

A program can calculate position, rotation, scale, color, particles, lighting effects, or other changes and redraw the raster result each frame. The source may be code, geometry, a physical simulation, or a collection of images; the displayed output is still a sequence of pixel frames.

Similarly, a 3D character can be animated using models, bones, materials, and cameras, then rendered into a raster image for every frame. The final frames are raster images, but the underlying animation is not necessarily bitmap artwork.

Raster animation versus rasterization

Rasterization converts shapes or primitives into pixels. Raster animation changes or displays pixel images over time.

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In a real-time 3D pipeline, the rasterizer handles operations such as clipping, perspective division, viewport mapping, and determining which pixels receive shader work. Microsoft describes this as a rendering stage, not as frame-by-frame bitmap animation.

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For example, a 3D model may be animated as geometry and bone data, rasterized into a new image on every frame, and displayed as a moving sequence. Rasterization is involved in producing the frames; it is not the same as the animation method.

Raster animation versus vector animation

The central difference is what the artwork is represented as. Raster animation works with pixels: an animator may paint individual pixels, replace bitmap frames, or transform raster images. Vector animation works with paths, shapes, fills, and object properties such as position, rotation, scale, and shape parameters.

Question Raster animation Vector or object-based animation
Representation Pixel grids and bitmap images Paths, curves, shapes, and object properties
Scaling Can pixelate or blur when enlarged Usually scales cleanly before final rasterization
Strengths Painting, texture, photographic detail, pixel-level control Geometric forms, reusable objects, clean scaling
Editing May require changing many frames Global edits to shapes and properties are often easier
Typical uses Pixel art, sprites, digital painting, image effects Icons, logos, interface motion, geometric illustrations

Neither approach is universally better. Raster assets can be used inside vector-oriented animation software, and vector scenes are commonly rasterized during display. The right choice depends on the visual style, target resolution, editing needs, and runtime environment.

Raster animation versus tweening

Tweening describes how intermediate states are produced. The author specifies a beginning and ending state, and software interpolates values such as position, rotation, scale, or opacity between them.

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Frame-by-frame raster animation instead supplies a distinct bitmap state for each important moment. However, a raster asset can also be tweened. A PNG character can move smoothly across a scene while remaining the same image, or its internal bitmap frame can change independently.

This creates useful hybrid workflows: a raster character may use hand-drawn walking frames while software tweens the character’s position, or a bitmap texture may be attached to a rig and animated through bones.

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Common raster animation formats and implementations

GIF

GIF is a widely recognized palette-based bitmap format for simple animated images. Its traditional color model supports a palette of up to 256 colors per frame, so it is less suitable for photographic imagery, smooth gradients, and high-fidelity transparency. GIF animation includes frame timing and looping information defined through its animation extensions.

GIF is a practical choice for short, simple loops, limited-color illustrations, pixel art, and environments where legacy recognition matters. It does support transparency, but its transparency model is more limited than the 8-bit alpha transparency available in PNG-based workflows.

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APNG

APNG extends PNG with frame-based animation. The W3C PNG specification documents animation-control and frame-data chunks including acTL, fcTL, and fdAT. APNG supports 24-bit color and 8-bit transparency, and can include a static-image fallback for decoders that do not animate it.

APNG is well suited to animated illustrations, transparent UI effects, soft-edged particles, and short loops where lossless image quality matters. It is not automatically smaller or universally better than GIF: file size depends on the image content, frame differences, encoder settings, and playback environment.

PNG image sequences

A sequence of separate PNG files gives an application direct control over frame selection and timing. It is useful during production, offline rendering, and game workflows, although many individual files can make asset management more complex.

Sprite sheets

A sprite sheet is a bitmap atlas containing multiple frames or related images. A game or interactive application selects a region of the sheet, draws it at a chosen position, and advances the frame index according to its animation state.

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Video

Video is often the better choice for long, large, full-screen, or sound-enabled sequences. A video file contains raster frames in a compressed playback stream, but “raster animation” refers to the image representation and rendering model rather than to a particular video extension.

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What controls raster-animation smoothness?

  • Frame rate and duration: how often images are presented and how long each remains visible.
  • Motion spacing: how far an object moves or changes between successive frames.
  • Rendering workload: whether the application can prepare and present frames consistently.
  • Display refresh: how the animation cadence aligns with the display.
  • Decoding and upload cost: especially important for large images and many transparent frames.
  • Interpolation: whether motion is discrete, tweened, or generated continuously.

There is no universal correct frame rate. A pixel-art idle animation may intentionally hold a frame for several display intervals, while a fast camera move may need smaller changes between frames. More frames do not automatically produce better animation if timing and spacing are poorly designed.

Animated-image metadata can store per-frame delays and loop counts. Apple’s Image I/O API, for example, exposes kCGImageAnimationDelayTime, kCGImageAnimationLoopCount, and kCGImageAnimationStartIndex, while allowing applications to override playback behavior.

Advantages and limitations

Advantages

  • Direct control over individual pixels.
  • Natural support for textures, brushwork, painting, and photographic detail.
  • Excellent fit for pixel art and sprite-based games.
  • Predictable appearance at the authored resolution.
  • Works for offline rendering as well as real-time compositing.
  • Can support transparency when the chosen format does.
  • Can be exported as an image sequence, animated image, sprite sheet, or video.

Limitations

  • Resolution dependence can make enlargement blurry or pixelated.
  • Hand-authored frame-by-frame animation can require substantial labor.
  • Storing complete frames may increase file size quickly.
  • Large transparent animations can consume significant memory.
  • Decoding and compositing many frames can affect runtime performance.
  • Global edits may be harder than changing a reusable vector object.

These are trade-offs rather than absolute defects. Frame-by-frame animation can be the most appropriate method when every frame needs a unique painted change.

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Common applications

  • Pixel-art games: characters, enemies, objects, attacks, and environmental effects.
  • Sprite-based games: reusable bitmap frames controlled by an engine.
  • Digital painting: hand-drawn characters, effects, and animated illustrations.
  • Web graphics: GIFs, APNGs, loading indicators, and small interface effects.
  • Motion graphics: bitmap textures, particles, and pre-rendered effects.
  • Stop-motion-style work: scanned, photographed, or painted image sequences.
  • Rendered CGI: raster frames produced from an animated 3D scene.
  • Canvas applications: procedural drawings and interactive pixel-based scenes.

How to choose the right approach

Choose raster animation when:

  • The artwork depends on texture, brushwork, photographic detail, or deliberate pixel aesthetics.
  • You need individual pixel control.
  • You are producing pre-rendered character or object frames.
  • The image changes substantially and irregularly from frame to frame.
  • The target resolution and display size are known.
  • You need transparency and can use a suitable format such as APNG or transparent PNG assets.

Prefer vector or object-based animation when:

  • Shapes must scale across many resolutions.
  • The design is mostly geometric, such as logos or icons.
  • You want reusable objects and easy property interpolation.
  • Global edits to colors, paths, or shapes are important.

Prefer a sprite sheet when:

  • A game or interactive application controls playback.
  • Multiple objects reuse animation frames.
  • You need random access to individual frames.
  • Position, collision, timing, and artwork must remain separate.

Prefer video when:

  • The sequence is long or high resolution.
  • It fills much of the screen.
  • Audio is required.
  • Compression efficiency and continuous playback matter more than individual-frame editing.

GIF or APNG?

Requirement Likely candidate
Simple, broadly recognized short loop GIF
Soft or full alpha transparency APNG
More colors and lossless image quality APNG
Legacy compatibility is the overriding concern GIF
Interactive engine playback Sprite sheet or individual images
Long sequence or sound Video

For pixel art, use a scaling method that preserves intentional hard edges. Nearest-neighbor or integer scaling is often preferable; filtering such as bilinear scaling can blur the pixel structure.

Practical runtime considerations

Full-canvas redraws are simple and often appropriate for small scenes. For larger or more complex animations, unnecessary work can become expensive. Depending on the application, developers may use dirty rectangles, layered canvases, sprite batching, GPU texture atlases, double buffering, or partial frame updates.

These are implementation options, not requirements for every raster animation. The important design questions are how much of the scene changes, how large the images are, how often they are decoded or uploaded, and whether the application can present frames at a consistent cadence.

For authoring, the tool should match the workflow: a pixel-art editor is useful for sprite sheets and low-resolution frame work; a timeline editor suits general frame-by-frame animation; a raster painting application helps prepare individual images; and a game engine is appropriate when runtime input, physics, interaction, and deployment are part of the project.

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