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 Computing gradients on grids of pixels and voxels – forward, central, and… diagonal differences February 28, 2021
 Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset February 15, 2021
 Is this a branch? January 18, 2021
 Converting wavetables to Ableton Operator AMS waves January 5, 2021
 Why are video games graphics (still) a challenge? Productionizing rendering algorithms December 27, 2020
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Tag Archives: dithering
“Optimizing” blue noise dithering – backpropagation through Fourier transform and sorting
Introduction This will be a blog post that is second in an (unanticipated) series on interesting uses of the JAX numpy autodifferentiation library, as well as an extra post in my very old post series on dithering in games and … Continue reading
Posted in Code / Graphics
Tagged blue noise, dithering, frequency domain, image processing, jax, machine learning, noise, numpy, python
2 Comments
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
6 Comments
Dithering part two – golden ratio sequence, blue noise and highpassandremap
In previous part 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
10 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
6 Comments