2009: Now with our ubiquitous fast Internet connections, we can publish everything as video instead of boring old plain text 2019: Now with our ubiquitous fast mobile processors, we can live transcribe all this annoying video into easy-to-read text
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Replying to @bgannin @designatednerd
Why choose between dithering or DCT artifacts when you can have both
1 reply 1 retweet 17 likes -
Make it even worse by reviving the Win16/mspaint dithering style. (Somehow this is actually a thing in certain retro art scenes now, uhg)
2 replies 0 retweets 3 likes -
People of taste use Atkinson dithering for that vintage black-and-white Mac OS look
1 reply 0 retweets 7 likes -
Replying to @jckarter @RichFelker and
TIL: Atkinson dithering. Interesting how dithering algorithms have a recognizable “personality”. Also, this page is cool http://www.tannerhelland.com/4660/dithering-eleven-algorithms-source-code/ …
1 reply 5 retweets 13 likes -
The one in the Twitter card there is the one I can't stand. I always preferred F-S.
1 reply 0 retweets 2 likes -
Replying to @RichFelker @jckarter and
Yeah, the reason the one in the Twitter card is preferred nowadays is that it’s parallelizable, whereas F-S is completely sequential. The article doesn’t mention this.
2 replies 0 retweets 3 likes -
Replying to @pcwalton @RichFelker and
Another thing the article doesn’t mention: Dithering is making a comeback in games as a substitute for alpha blending because it plays well with Z-buffering. Proper alpha blending requires some sort of depth sorting pass, either before or after rendering, which is a pain.
2 replies 0 retweets 7 likes
(IMO games would do well to try post-render depth sorting for proper alpha blending—it’s not as expensive as one might think—but it requires fairly in-depth surgery to the core rendering engine compared to dithering which is cheap and easy, so dithering wins.)
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