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I have a similar display, and also use blue noise dithering. Mine is driven in the backend by a web browser, which means I was able to abuse CSS and mix-blend-m
by schlarpc 3y ago
I have a similar display, and also use blue noise dithering. Mine is driven in the backend by a web browser, which means I was able to abuse CSS and mix-blend-mode to do the dithering for me:
ha-card::after {
content: "";
background-image: url(/local/visionect-dither.png);
background-repeat: repeat;
position: absolute;
height: 100%;
width: 100%;
display: block;
mix-blend-mode: multiply;
}
The dithering texture used is 128_128/LDR_LLL1_10.png from https://github.com/Calinou/free-blue-noise-textures https://github.com/Calinou/free-blue-noise-textures
- lawlessone 3y agowhat are the 3d and 4d textures?
- webkike 3y ago(I could be wrong, but here's what I'm guessing) 3D refers to RGB, and 4D refers to RGB plus Alpha
- jalict 3y agoUsually something like volumetric data, animations, or other forms of data packed into something the GPU can swallow. I am not sure why you would apply the filters to those kinds.
- ghusbands 3y agoLooking at the example image in the article for the dithering, it does unnecessarily reduce the quality in some areas, like the water on the left, the buildings in the bottom left and the background on the right.