Monthly Archives: October 2016

Dithering part three – real world 2D quantization dithering

In previous two parts of this blog post mini-series I described basic uses mentioned blue noise definition, referenced/presented 2 techniques of generating blue noise and one of many general purpose high-frequency low-discrepancy sampling sequences. In this post, we will look … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , , , , | 7 Comments

Dithering part two – golden ratio sequence, blue noise and highpass-and-remap

In previous partĀ of the mini-series I covered dithering definition and how dithering changes error characteristics of simple 1D quantization and functions. In this part I will try to look at what blue noise is, but first wanted to have a … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , | 11 Comments

Dithering part one – simple quantization

Introduction First part of this mini-series will focus on more theoretical side of dithering -some history and applying it for 1D signals and to quantization. I will try to do some frequency analysis of errors of quantization and how dithering … Continue reading

Posted in Code / Graphics | Tagged , , , , , | 2 Comments

Dithering in games – mini series

This an opening post of mini blog post series about various uses of dithering for quantization and sampling in video games. It is something most of us use intuitively in every day work, so wanted to write down some of … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , | 9 Comments