4 ms·
One could argue that the same applies to old pixelated graphics, such as the original Super Mario sprite. It has to be pixelated, if you lowpass-filter it it lo
by moring 4y ago
One could argue that the same applies to old pixelated graphics, such as the original Super Mario sprite. It has to be pixelated, if you lowpass-filter it it looks ugly. So that one is non-continuous / not band-limited in the spatial direction.
This brings me back to this question:
> So the first question is whether these "jumpiness" is an inherent, desired property of GIFs or an artifact of bad renderers.
Like for pixel-y displays, I assume that this was never well-defined for the GIF format, so what is basically a property of the first GIF renderers became a de-facto property of the format.
I'd argue that GIFs that exploit this property and rely on the "jumpiness" to look good are not band-limited, require a "jumpy" renderer and will suffer from the 50Hz/60Hz problem. On the other hand, GIFs that don't exploit this property are meant to be continuous and are just sampled at a low frequency, and for those re-sampling in time will allow to fix the 50Hz/60Hz problem.
Though another problem will turn up then: when the latter were sampled at a low frequency, they were likely not lowpass-filtered beforehand, so they already contain aliasing artifacts you cannot get rid of anymore.