This is going to be an odd comment, but I immediately recognised the parrot in the test images. It's the scarlet macaw from 2004 which is often used in many Wikipedia articles about colour graphics.
Parrots are often used in articles and research papers about computer graphics and I think I know almost all the parrots that have ever appeared in computing literature. This particular one must be the oldest computing literature parrot I know!
By the way, I've always been fascinated by dithering ever since I first noticed it in newspapers as a child. Here was a clever human invention that could produce rich images with so little, something I could see every day and instinctively understand how it creates the optical illusion of smooth gradients, long before I knew what it was called.
The predecessor of dithering was the art of wood engraving, which reproduced the texture of illustrations in wood blocks used for printing in newspapers and books; necessarily in black and white. It's difficult to imagine now, but there was an entire industry of engravers to
many of whom solely practiced engraving of others designs (often supplied drawn directly on the block to be engraved, to save time). These engravers were highly skilled and the artistry with which a piece was engraved could make a huge difference.
For example see "A treatise on wood engravings : historical and practical", by John Jackson and William Chatto, 1839[1]; here is a quote (p585 of the linked edition):
"With respect to the direction of lines, it ought at all times to be borne in mind by the wood engraver, — and more especially when the lines are not laid in by the designer, — that they should be disposed so as to denote the peculiar form of the object they are intended to represent. For instance, in the limb of a figure they ought not to run horizontally or vertically, — conveying the idea of either a flat surface or of a hard cylindrical form, — but with a gentle curvature suitable to the shape and the degree of rotundity required. A well chosen line makes a great difference in properly representing an object, when compared with one less appropriate, though more delicate. The proper disposition of lines will not only express the form required, but also produce more colour as they approach each other in approximating curves, as in the following example, and thus represent a variety of light and shade, without the necessity of introducing other lines crossing them, which ought always to be avoided in small subjects : if, however, the figures be large, it is necessary to break the hard appearance of a series of such single lines by crossing them with others more delicate."
There was even a period of a few decades after the invention of photography, during which it was not known how to mass produce photographs, and so they were manually engraved as with artworks. Eventually however, the entire profession became extinct.
DonHopkins 10 months ago | parent | context | favorite | on: ASCII porn predates the Internet but it's still ev...
EBCDIC porn really punched my cards. ;)
I had to carefully select just the characters that would punch low resolution monochrome pornographic images into the holes of the punch card.
Just joking, I'm not that old -- I started with ASCII line printer porn, like "MC:HUMOR;VICKI BODY", over the government sponsored ARPANET, at 300 baud, so it was like a nice long strip tease on taxpayer dollars. Vicki took almost 4 and a half minutes to finish at that rate, longer during busy weekday business hours. If I recall, the good stuff was all UPPER CASE, which made it much more intense.
Is the nipples being marked 'A' and 'B' part of the joke?
DonHopkins on Nov 11, 2017 | parent [–]
As far as I know, those were not the points of the joke. I noticed them for the first time yesterday too, after not noticing them for decades!
As a teen, I'd printed it out, pinned it up on my wall next to the Cray-1 centerfold, and scribbled a bunch of modem phone numbers, user names and passwords all over it, and never even noticed.
I did a quick search for other A's and B's and found that it used those characters as much as any other character for shading, but that sure seems like something some mischievous student, lab member, turist or sentient TECO script at the MIT-AI Lab might have done.
There was no file security so anyone could have edited them in.
Maybe one of Minsky's grad students was performing some A/B testing or eye tracking experiments.
Somebody should ask RMS if EMACS had some special mode for editing line printer porn.
And a poster of Lenna is on the wall of the Richard Hendricks character in the Silicon Valley series. Which makes sense as he's working on a compression algorithm.
When teaching print (halftones, LPI, CMYK etc) I also use a parrot. I've used rainbows and chameleons too, but settled on the parrot as being the most appropriate. But now I begin to wonder if I was just parroting(har har) a paradigm.
For anyone interested in seeing how dithering can be pushed to the limits, play 'Return of the Obra Dinn'. Dithering will always remind you of this game after that.
It's intended, aesthetically, to remind you of Atkinson dithering (https://en.wikipedia.org/wiki/Atkinson_dithering), a variant of Floyd-Steinberg dithering often used in graphics for the black-and-white Macintosh.
A related bit of tech trivia is that digital audio also often involves dithering, and not just decimated or compressed audio. Even very high-quality studio mastered audio benefits from an audio specific kind of dithering called noise shaping. Depending on the content, studio mixing engineers may choose different noise shaping algorithms.
Dithering is still very common in rendering pipelines. 8 bits per channel is not enough to capture subtle gradients, and you’ll get tons of banding. Particularly in mostly monochrome gradients produced by light sources. So you render everything to a floating point buffer and apply dithering.
Unlike the examples in this post, this dithering is basically invisible at high resolutions, but it’s still very much in use.
Another place where dithering is useful in graphics is when you can’t do enough samples in every point to get a good estimation of some value. Add jitter to each sample and then blur, and then suddenly each point will be influenced by the samples made around them, giving higher fidelity.
I recently learned the slogan “Add jitter as close to the quantisation step as possible.” I realised that “quantisation step” is not just when clamping to a bit depth, but basically any time there is an if-test on a continuous value! This opens my mind to a lot of possible places to add dithering!
A lot of display hardware uses a combination of spatial and temporal dithering these days. You can see it sometimes if you look up close, it appears as very faint flickering "snow" (the kind you'd see on old analog TV). Ironically, making this kind of dithering even less perceivable may turn out to be the foremost benefit of high pixel resolutions (beyond 1080p) and refresh rates (beyond 120Hz) since it seems that raising those specs is easier than directly improving color depth in hardware.
I haven't written about this yet but I don't often see it mentioned: dithering has applications outside of image processing. Any time one needs to create a sequence sampled from a distribution, but would like to do so "evenly" without creating lumps, Floyd–Steinberg is a decent candidate.
I have noticed author uses values 0-255 for shades of grey. When 0-255 range is used, this is usually nonlinear scale with average gamma 2.2. And de facto there is a standard function that maps 0-31 to linear function and the rest to power 2.4. Average power 2.2. Checkmate black 0 and white 255 is equavalent to uniform grey shade 185 or 186 as opposed to 127 or 128. Proper calculations should be done in linear space, and 16 bits per channel is desired at least.
It's only a 3 line function but the jump in visual quality in dark scenes was dramatic. It always makes me sad when I see streamed content or games with bad banding, because the fix is so simple and cheap!
One thing that's important to note is that it's a bit tricky to make dithering on / off comparisons because resizing a screenshot of a scene with dithering makes the dithering no longer work unless one pixel in the image ends up exactly corresponding to one pixel on your screen
I think this is the original, photographed and contributed by Adrian Pingstone: https://commons.wikimedia.org/wiki/File:Parrot.red.macaw.1.a...
But this particular derivative is the one that appears most often in the Wikipedia articles: https://commons.wikimedia.org/wiki/File:RGB_24bits_palette_s...
This parrot has occurred in several articles on the web. For example, here's one article from a decade or so ago: https://retroshowcase.gr/index.php?p=palette
Parrots are often used in articles and research papers about computer graphics and I think I know almost all the parrots that have ever appeared in computing literature. This particular one must be the oldest computing literature parrot I know!
By the way, I've always been fascinated by dithering ever since I first noticed it in newspapers as a child. Here was a clever human invention that could produce rich images with so little, something I could see every day and instinctively understand how it creates the optical illusion of smooth gradients, long before I knew what it was called.
For example see "A treatise on wood engravings : historical and practical", by John Jackson and William Chatto, 1839[1]; here is a quote (p585 of the linked edition):
"With respect to the direction of lines, it ought at all times to be borne in mind by the wood engraver, — and more especially when the lines are not laid in by the designer, — that they should be disposed so as to denote the peculiar form of the object they are intended to represent. For instance, in the limb of a figure they ought not to run horizontally or vertically, — conveying the idea of either a flat surface or of a hard cylindrical form, — but with a gentle curvature suitable to the shape and the degree of rotundity required. A well chosen line makes a great difference in properly representing an object, when compared with one less appropriate, though more delicate. The proper disposition of lines will not only express the form required, but also produce more colour as they approach each other in approximating curves, as in the following example, and thus represent a variety of light and shade, without the necessity of introducing other lines crossing them, which ought always to be avoided in small subjects : if, however, the figures be large, it is necessary to break the hard appearance of a series of such single lines by crossing them with others more delicate."
There was even a period of a few decades after the invention of photography, during which it was not known how to mass produce photographs, and so they were manually engraved as with artworks. Eventually however, the entire profession became extinct.
[1] https://archive.org/details/treatiseonwooden00chat/page/585/.... (This is the 1881 edition)
I love the look of it.
https://r0k.us/graphics/kodak/kodim23.html
It seems to have been uploaded in 1999 from an old slide dataset.
This seems to be the Photo CD from 1993. I suppose the source goes back earlier.
https://www.math.purdue.edu/~lucier/PHOTO_CD/
But its apparently a cropped centerfold from Playboy
DonHopkins 10 months ago | parent | context | favorite | on: ASCII porn predates the Internet but it's still ev...
EBCDIC porn really punched my cards. ;)
I had to carefully select just the characters that would punch low resolution monochrome pornographic images into the holes of the punch card.
Just joking, I'm not that old -- I started with ASCII line printer porn, like "MC:HUMOR;VICKI BODY", over the government sponsored ARPANET, at 300 baud, so it was like a nice long strip tease on taxpayer dollars. Vicki took almost 4 and a half minutes to finish at that rate, longer during busy weekday business hours. If I recall, the good stuff was all UPPER CASE, which made it much more intense.
https://web.archive.org/web/20210512025608/http://its.svenss...
Decades later, somebody on HN with a sharper eye than I noticed that Vicki's nipples were clearly labeled "A" and "B". Go figure!
HN: Should computer scientists keep the Lena picture? (lemire.me)
https://news.ycombinator.com/item?id=15671629
DonHopkins on Nov 10, 2017 | parent | context | favorite | on: Should computer scientists keep the Lena picture?
Does "AI:HUMOR;VICKI BODY" get grandfathered in, too?
NSFW: MS C0LLINS - 0UI - FEBRUARY 1973:
https://web.archive.org/web/20210512025608/http://its.svenss...
https://en.wikipedia.org/wiki/Grandfather_clause
mercer on Nov 11, 2017 [–]
Is the nipples being marked 'A' and 'B' part of the joke?
DonHopkins on Nov 11, 2017 | parent [–]
As far as I know, those were not the points of the joke. I noticed them for the first time yesterday too, after not noticing them for decades!
As a teen, I'd printed it out, pinned it up on my wall next to the Cray-1 centerfold, and scribbled a bunch of modem phone numbers, user names and passwords all over it, and never even noticed.
I did a quick search for other A's and B's and found that it used those characters as much as any other character for shading, but that sure seems like something some mischievous student, lab member, turist or sentient TECO script at the MIT-AI Lab might have done.
There was no file security so anyone could have edited them in.
Maybe one of Minsky's grad students was performing some A/B testing or eye tracking experiments.
Somebody should ask RMS if EMACS had some special mode for editing line printer porn.
For anyone interested in seeing how dithering can be pushed to the limits, play 'Return of the Obra Dinn'. Dithering will always remind you of this game after that.
- https://visualrambling.space/dithering-part-1
- https://store.steampowered.com/app/653530/Return_of_the_Obra...
It's intended, aesthetically, to remind you of Atkinson dithering (https://en.wikipedia.org/wiki/Atkinson_dithering), a variant of Floyd-Steinberg dithering often used in graphics for the black-and-white Macintosh.
https://en.wikipedia.org/wiki/Noise_shaping
Unlike the examples in this post, this dithering is basically invisible at high resolutions, but it’s still very much in use.
I recently learned the slogan “Add jitter as close to the quantisation step as possible.” I realised that “quantisation step” is not just when clamping to a bit depth, but basically any time there is an if-test on a continuous value! This opens my mind to a lot of possible places to add dithering!
Deleted Comment
Recent discussions:
Making Software - https://news.ycombinator.com/item?id=43678144
How does a screen work? - https://news.ycombinator.com/item?id=44550572
What is a color space? - https://news.ycombinator.com/item?id=45013154
By adding random noise to the screen it makes bands of color with harsh transitions imperceptible, and the dithering itself also isn't perceptible.
I'm sure there are better approaches nowadays but in some of my game projects I've used the screen space dither approach used in Portal 2 that was detailed in this talk: https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_...
It's only a 3 line function but the jump in visual quality in dark scenes was dramatic. It always makes me sad when I see streamed content or games with bad banding, because the fix is so simple and cheap!
One thing that's important to note is that it's a bit tricky to make dithering on / off comparisons because resizing a screenshot of a scene with dithering makes the dithering no longer work unless one pixel in the image ends up exactly corresponding to one pixel on your screen
Although I don't think it's very widely used, I dunno if that's due to the compressors or decompressors.