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Written by Rune Skovbo Johansen on 2025-01-23 at 15:30

New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:

https://www.youtube.com/watch?v=HPqGaIMVuLs

Source repository:

https://github.com/runevision/Dither3D

[#]gamedev #vfx

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Written by Rune Skovbo Johansen on 2025-01-24 at 17:16

Several people have suggested I write a paper / white paper / Siggraph submission about Surface-Stable Fractal Dithering. But I haven't written in academic style since my Master's thesis 15 years ago, and don't really want to either.

In case anyone with experience writing such papers might be interested in writing a paper about Surface-Stable Fractal Dithering with me as consultant and co-author (if such an arrangement is a thing), I'd be up for discussing that.

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Written by Awesome New Year Robot on 2025-01-24 at 23:22

@runevision You don't actually have to write in academic style, as long as you clearly explain what it is you're solving, how you're solving it, and what's interesting about your particular approach.

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Written by Rune Skovbo Johansen on 2025-01-25 at 09:43

@StompyRobot Are there any papers you could point me to as reference/examples of what you mean by not having to write in an academic style? I thought for example that it's mandatory to have a survey of existing work, which means reading and referencing other academic papers, which in itself is a very academic writing thing to do.

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Toot

Written by Awesome New Year Robot on 2025-01-25 at 15:47

@runevision anything between practitioners reports to collection books like the "gems" series.

Or trade websites!

The post-dead-tree world is more fragmented, but there's plenty of opportunity to let more people see your work.

Btw, as I asked in the YouTube comments: I wonder how much of this could be done with MIP map hardware? It's already does slice selection and gradient computation for you.

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