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Surface-Stable Fractal Dither on Playdate
Rune Skovbo Johansen has a really sweet Surface-Stable Fractal Dithering technique, where the dither dots “stick” to 3D surfaces, yet the dot density adapts to the view distance and zoom level. Some people have asked whether this would be a good technique for Playdate, given that the screen is one-bit color.
Next up, the algorithm calculates contrast factor, which is based on material settings, dot spacing, and the ratio of minimum and maximum UV rate of change. So all of that was…<takes a quick look> something like one 3D texture sample, 4 divisions, 2 raises to a power, 3 square roots, 3 exp2s, 1 log2, and several dozen regular multiplies or additions for every pixel. This does make the code much longer ( commit), but things like derivatives come “for free”, plus it allows doing a bunch of calculations (all the dither dot spacing, 3D texture level etc.)
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