You still see dithering from time to time as a cheap transparency, it's been a few years since Mario Odyssey but that's when last I recall it really stood out: https://xcancel.com/chriswade__/status/924071608976924673
Why do we need dithering?
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Re: Why do we need dithering?
#62You still see dithering from time to time as a cheap transparency, it's been a few years since Mario Odyssey but that's when last I recall it really stood out: https://xcancel.com/chriswade__/status/924071608976924673
This is what I'm doing for my game, I didn't know it was actually a thing in some big titles too, that's reassuring. I landed on it because it was a huge code simplification compared to every other method of handling transparency, and it doesn't look completely shit in the era of high resolutions and frame rates.
Re: Why do we need dithering?
#63Re: Why do we need dithering?
#64Re: Why do we need dithering?
#65Earlier quoted context omitted.
The original Lenna is controversial, but I'm delighted to share the "ethically sourced Lenna": https://mortenhannemose.github.io/lena/
This feels better than the original anyway. I never liked the yellow color that one had. Maybe it was an artistic choice, but to me it just looked degraded, like when white plastic is left exposed to the sun.
Re: Why do we need dithering?
#66Can somebody explain to me how dithering is an aesthetic (as mentioned in the article)? I feel I'm too young to understand that
And even if you did not live at that time, exposure to that distinct visual style will also start having meaning to you. Like how an exposed brick interior wall has a distinct aesthetic, and carries connotations of an industrial space.
Re: Why do we need dithering?
#67Earlier quoted context omitted.
This also used to be a really common test image: https://en.wikipedia.org/wiki/Lenna But its apparently a cropped centerfold from Playboy
And a poster of Lenna is on the wall of the Richard Hendricks character in the Silicon Valley series. Which makes sense as he's working on a compression algorithm.
Re: Why do we need dithering?
#68Can somebody explain to me how dithering is an aesthetic (as mentioned in the article)? I feel I'm too young to understand that
Re: Why do we need dithering?
#69I haven't written about this yet but I don't often see it mentioned: dithering has applications outside of image processing. Any time one needs to create a sequence sampled from a distribution, but would like to do so "evenly" without creating lumps, Floyd–Steinberg is a decent candidate.
Re: Why do we need dithering?
#70Dithering is still very common in rendering pipelines. 8 bits per channel is not enough to capture subtle gradients, and you’ll get tons of banding. Particularly in mostly monochrome gradients produced by light sources. So you render everything to a floating point buffer and apply dithering. Unlike the examples in this post, this dithering is basically invisible at high resolutions, but it’s still very much in use.
I recently learned the slogan “Add jitter as close to the quantisation step as possible.” I realised that “quantisation step” is not just when clamping to a bit depth, but basically any time there is an if-test on a continuous value! This opens my mind to a lot of possible places to add dithering!