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 those concepts, explain and analyze them in Mathematica.

This post is just a table of contents.

Part one – dithering – definition and simple 1D quantization.

Part two – dithering – golden ratio sequence, white and blue noise for 1D quantization.

Part three – dithering in quantization of 2D images, Bayer matrix, interleaved gradient noise and blue noise.

Part four – dithering for sampling in rendering – disk sampling and rotations. (coming soon)

Part five – adding time! Few ideas for improving dithering quality in temporal-supersampling scenarios. (coming soon)

You can find some supplemental material for posts here: https://github.com/bartwronski/BlogPostsExtraMaterial/tree/master/DitheringPostSeries

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5 Responses to Dithering in games – mini series

  1. Pingback: Dithering part one – simple quantization | Bart Wronski

  2. Pingback: Dithering part two – golden ratio sequence, blue noise and highpass-and-remap | Bart Wronski

  3. Pingback: Dithering part three – real world 2D quantization dithering | Bart Wronski

  4. Pingback: Small float formats – R11G11B10F precision | Bart Wronski

  5. Pingback: When Random Numbers Are Too Random: Low Discrepancy Sequences « The blog at the bottom of the sea

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