Converting AVIF to BMP decodes the image to uncompressed Windows bitmap data. Useful for legacy Windows software, embedded systems, or any context where decode simplicity matters more than file size.
Drag & drop image files here, or browse
Drop your AVIF files here
Lossless conversion of whatever the AVIF decoded to. File size balloons; an AVIF under 200 KB often becomes a BMP over 6 MB. HDR content gets tonemapped to 8-bit; alpha handling in BMP is inconsistent.
BMP runs on every Windows version and most image viewers. It's not a web or modern consumer format.
AVIF is an image format built on the AV1 video codec, standardized in 2019. It supports HDR, wide color gamut, 12-bit depth, alpha, and animation. At matched perceived quality it's typically 50% the size of JPG and 20% smaller than WebP. Support is near-universal in modern browsers but spottier in image editors.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
AVIF is one of the most efficient image formats; BMP has no compression at all. Expect 30–100× file size increase depending on AVIF quality settings.
No. Standard BMP is 8-bit per channel. HDR and 10/12-bit AVIF content is tonemapped to SDR during conversion.
AVIF is an image format built on the AV1 video codec, standardized in 2019. It supports HDR, wide color gamut, 12-bit depth, alpha, and animation. At matched perceived quality it's typically 50% the size of JPG and 20% smaller than WebP. Support is near-universal in modern browsers but spottier in image editors.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
Yes. The converter runs entirely in your browser using WebAssembly. Your images are never uploaded, never sent to a server, and never leave your device.
There's no hard limit, but because everything runs in your browser you're bounded by available memory. Very large images (over a few hundred megapixels) can hit browser memory limits. Process in smaller batches if you run into issues.