Tag Archives: maths

Compressing PBR material texture sets with sparsity and k-SVD dictionary learning

Introduction In this blog post, I am going to continue exploration of compressing whole PBR texture sets together (as opposed to compressing each texture from the set separately) and using the fact that those textures are strongly correlated. In my … Continue reading

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Dimensionality reduction for image and texture set compression

In this blog post I am going to describe some of my past investigations on reducing the number of channels in textures / texture sets automatically and generally – without assuming anything about texture contents other than correspondence to some … Continue reading

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Using JAX, numpy, and optimization techniques to improve separable image filters

In today’s blog post I will look at two topics: how to use JAX (“hyped” new Python ML / autodifferentiation library), and a basic application that is follow-up to my previous blog post on using SVD for low-rank approximations and … Continue reading

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Separable disk-like depth of field

This is a short note accompanying shadertoy:¬†https://www.shadertoy.com/view/lsBBWy . It is direct implementation of “Circularly symmetric convolution and lens blur” by Olli Niemitalo¬†(no innovation on my side, just a toy implementation) and got inspired by Kleber Garcia’s Siggraph 2017 presentation “Circular … Continue reading

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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

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