3 ms·
Game textures often use this kind of noise for terrain heights, smoke, etc. A similar kind of noise known as blue noise can be generated by taking the Fourier
by nightcracker 5y ago
Game textures often use this kind of noise for terrain heights, smoke, etc.
A similar kind of noise known as blue noise can be generated by taking the Fourier transform and not applying a 1/f filter but a high-pass filter instead. You end up with noise that only has high frequencies in it, and not low frequencies. Thus the noise does not have large-scale features, which is ideal for use in dithering.
Blue noise (and its DFT) look like this: https://demofox2.files.wordpress.com/2018/08/vc.png https://demofox2.files.wordpress.com/2018/08/vc.png
And an example of dithering with white and blue noise:
https://demofox2.files.wordpress.com/2019/06/randomvsblue.jpg https://demofox2.files.wordpress.com/2019/06/randomvsblue.jp...
- littlestymaar 5y agoInterestingly enough, in the white noise vs blue noise dithering, I appreciate the white noise one (left) much more because the blue-noise one (right) looks blurry. I guess it depends a lot on the input though, a bit like how nearest-neighbor is a much better algorithm than bi-cubic to scale up pixel art while the result is horrible if you use it on a real-world picture.
- alejohausner 5y agoI see them as both blurry, but the but the one on the left is more grainy.