3 ms·
It's common in graphics and audio programming. In audio, maybe you're synthesizing noise or any of the myriad synthesis techniques that require noise. In graphi
by pierrec 1y ago
It's common in graphics and audio programming. In audio, maybe you're synthesizing noise or any of the myriad synthesis techniques that require noise. In graphics you have lighting, textures, etc that can use this. And when you're doing something every audio sample or every pixel, "extremely fast" is desirable. The question of whether to use a pre-rendered lookup table or a fast algorithm often comes up (and has no universal answer... though I always go for the latter)
- RainyDayTmrw 1y agoThat seems like it would be well served by deterministic dithering. (The terminology is not precise, but I'm not sure what else to call it.)
- pezezin 1y agoFor graphics you probably want a quasirandom https://en.m.wikipedia.org/wiki/Low-discrepancy_sequence https://en.m.wikipedia.org/wiki/Low-discrepancy_sequence A purely random function can lead to clumping and aliasing.