
Recent Posts
 Separate your filters! Separability, SVD and lowrank approximation of 2D image processing filters February 3, 2020
 Analyze your own activity data using Google Takeout – music listening stats example January 6, 2020
 Local linear models and guided filtering – an alternative to bilateral filter September 22, 2019
 How (not) to test graphics algorithms August 14, 2019
 Checkerboard rendering, rotated antialiasing and grid frequencies May 14, 2018
Archives
 February 2020 (1)
 January 2020 (1)
 September 2019 (1)
 August 2019 (1)
 May 2018 (1)
 October 2017 (1)
 August 2017 (1)
 April 2017 (2)
 October 2016 (4)
 September 2016 (2)
 August 2016 (1)
 June 2016 (1)
 October 2015 (2)
 March 2015 (2)
 February 2015 (1)
 December 2014 (1)
 October 2014 (1)
 September 2014 (4)
 August 2014 (4)
 July 2014 (2)
 June 2014 (2)
 May 2014 (2)
 April 2014 (3)
 March 2014 (5)
 February 2014 (2)
 January 2014 (3)
Categories
Tag Archives: dithering
Dithering part three – real world 2D quantization dithering
In previous two parts of this blog post miniseries I described basic uses mentioned blue noise definition, referenced/presented 2 techniques of generating blue noise and one of many general purpose highfrequency lowdiscrepancy sampling sequences. In this post, we will look … Continue reading
Posted in Code / Graphics
Tagged bayer, blue noise, dithering, fourier, graphics, graphics programming, interleaved gradient noise, mathematica, mathematics, maths, noise, programming, sampling
5 Comments
Dithering part two – golden ratio sequence, blue noise and highpassandremap
In previous partĀ of the miniseries 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 blue noise, dithering, golden ratio, graphics, graphics programming, low discrepancy, noise, programming
9 Comments
Dithering part one – simple quantization
Introduction First part of this miniseries 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 dithering, mathematica, mathematics, noise, programming, sampling
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 blue noise, dithering, graphics, graphics programming, mathematica, noise, programming, sampling
5 Comments