Dan Olson (@FoldableHuman on Twitter) made these images explaining Bit Depth and Sample Rate in audio. I feel they apply to images too, you could think of Sample Rate as Resolution in this example.
Farfarer - when dithering to improve on quantisation, noise is added per pixel (with a magnitude of 1-Least-Significant-Bit). I'll just plug this here as it is related and may help with some concepts: http://loopit.dk/banding_in_games.pdf - slide 59 has an example of dithering the normals to the gbuffer during deferred…
Nice post, Joe. It's great to get this written down for people. 16bits FTW! I just wanted to chime in real fast and note that the banding can appear on areas with low curvature in addition to the high curvature examples that Joe made above (though his examples are more than adequate). Mainly so people don't assume because…
Hi, Sorry for posting on this old topic but the techniques shown here are very important (anyway it's sticked in the front page) and game artists should be aware of this and always bake on a 32-16 bit depth raw color space then generate an 8 bit normal map or vertex curvature or displacement with dithering. I have tried to…
I once saw an excellent illustration for this, but I can't seem to find it anywhere now. Anyway its hard to explain without pictures to someone unfamiliar with the math, but I'll give it a shot. So picture a cube that is the full 8-bit RGB color space (each axis corresponding to R, G, and B respectively, and varying from 0…