
Recent Posts
 Using JAX, numpy, and optimization techniques to improve separable image filters March 15, 2020
 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
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Categories
Tag Archives: sampling
Checkerboard rendering, rotated antialiasing and grid frequencies
This post is inspired by three interesting statements or questions that I heard and are interconnected by nonobvious theory: First was regarding so called checkerboard rendering (example1 example2) – what is advantage of using it? After all it’s the same as … Continue reading
Posted in Code / Graphics
Tagged antialiasing, fourier, frequency domain, sampling, signal theory, supersampling
4 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
5 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