I'd like to expand with some more details and developments since the post I saw here a few weeks ago about my Surface-Stable Fractal Dithering technique. (That post (not by me) was here: https://news.ycombinator.com/item?id=42808889)
I've since made it work also in color (RGB dithering and CMYK halftone) and demonstrated what it looks like in true 1-bit (or 3-bit for color) at low resolutions as well. See the linked demonstration video for a variety of styles/aesthetics it can be used for:
https://www.youtube.com/watch?v=EzjWBmhO_1E
Lots of people both here and elsewhere has speculated about various alterations or different use cases, etc. I'd like to point to this FAQ that have a lot of common topics covered. If you have questions, suggestions or similar, it would be a good idea to check that out first (after the explainer video):
https://github.com/runevision/Dither3D/discussions/12
Furthermore, lots of people have been inspired to make their own implementations, or related effects inspired by Surface Stable Fractal Dithering. I keeping a list of the ones I know about here:
https://github.com/runevision/Dither3D/discussions/14
For example, Aras Pranckevičius got a simplified version of the effect to work on Playdate. Since the Playdate does not have a GPU, the effect (along with 3D rasterization in general) is implemented fully CPU-based here.
https://aras-p.info/blog/2025/02/09/Surface-Stable-Fractal-D...
I've been surprised and happy that the effect has gotten as much interest as it has, and I'm hoping we'll eventually see games released that use this technique.
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[ 6.0 ms ] story [ 12.4 ms ] threadI've since made it work also in color (RGB dithering and CMYK halftone) and demonstrated what it looks like in true 1-bit (or 3-bit for color) at low resolutions as well. See the linked demonstration video for a variety of styles/aesthetics it can be used for: https://www.youtube.com/watch?v=EzjWBmhO_1E
The original explainer video is here: https://www.youtube.com/watch?v=HPqGaIMVuLs
And the repository is here: https://github.com/runevision/Dither3D
Lots of people both here and elsewhere has speculated about various alterations or different use cases, etc. I'd like to point to this FAQ that have a lot of common topics covered. If you have questions, suggestions or similar, it would be a good idea to check that out first (after the explainer video): https://github.com/runevision/Dither3D/discussions/12
Furthermore, lots of people have been inspired to make their own implementations, or related effects inspired by Surface Stable Fractal Dithering. I keeping a list of the ones I know about here: https://github.com/runevision/Dither3D/discussions/14
For example, Aras Pranckevičius got a simplified version of the effect to work on Playdate. Since the Playdate does not have a GPU, the effect (along with 3D rasterization in general) is implemented fully CPU-based here. https://aras-p.info/blog/2025/02/09/Surface-Stable-Fractal-D...
Ryan / InfernalWAVE is working on an implementation for Godot: https://x.com/InfernalWAVE_/status/1888718257122668705
arColm made shaders for MineCraft: https://bsky.app/profile/arcolm.bsky.social/post/3lhdjbrhzis...
I've been surprised and happy that the effect has gotten as much interest as it has, and I'm hoping we'll eventually see games released that use this technique.