Re:Ditherpunk – The article I wish I had about monochrome im...
by philsnow on Tuesday May 23, 2023 @03:33PM
(#36049683)
Definitely check out the Obra Dinn dev log post, it shows gifs of the different approaches Lucas tried, and highlights how difficult it is to make dithering in 3d appear at all decent while the camera is moving.
A classic visual explainer from the team behind Myst and Riven (who had to balance image quality and disk space) is archived here: http://web.archive.org/web/20230415173939/http://cho.cyan.co...
Obligatory link to Obra Dinn's fascinating dev log post, regarding the challenge of spatial and temporal coherence when dithering realtime 3D (for aesthetic reasons, ie. deliberately noticeable to the player): https://forums.tigsource.com/index.php?topic=40832.msg136374...
Lately I've been attempting to add the original dithering from Excel 97's easter egg to my online reproduction. In the era of indexed-color graphics, developers had to dither efficiently to reduce banding. Compare these two rendering techniques of the same subject, one with 16 shades of gray and dithering, and the other with 256 shades of gray:
https://rezmason.github.io/excel_97_egg/?shadingOnly=true&l=...
https://rezmason.github.io/excel_97_egg/?shadingOnly=true&l=...