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m12k 12 hours ago

If you find this interesting, you might also be interested in this video of someone diving even deeper into how to make the dither surface stable: https://www.youtube.com/watch?v=HPqGaIMVuLs

pvillano 6 hours ago | parent | next [-]

IMO, the holy grail of 3d dithering is yet to be achieved. runevision's method does not handle surfaces viewed at sharp angles very well. I've thought a lot about a method with fractal adaptive blue noise and analytic anisotropic filtering but I don't yet have the base knowledge to implement it.

femto 2 hours ago | parent | prev | next [-]

Discussed on HN in January 2025: https://news.ycombinator.com/item?id=42808889

dpatterbee 11 hours ago | parent | prev | next [-]

This really is a fantastic video. I don't think I'd considered many of the ideas behind dithering before seeing how it could be extrapolated to this degree.

The video ends in a place where I suspect even further advances could still be made.

m12k 10 hours ago | parent [-]

There's a follow up video with variations of the technique (some of them with color) demonstrated in a game: https://www.youtube.com/watch?v=EzjWBmhO_1E

But yes, there's still the issue of oblique angles looking different that still remains open AFAIK.

whtrbt 10 hours ago | parent | prev [-]

Very cool! The dither is no longer in screenspace though, which kills the retro charm.

m12k 10 hours ago | parent [-]

Fair point, though I think that when it's low rez enough, it becomes less apparent that it's not in screenspace, and it gets closer to a retro look: https://youtu.be/EzjWBmhO_1E?t=102