Today’s graphics programming topic – dithering – is one I receive a lot of emails about, which some may find surprising. You might think that dithering is something programmers shouldn’t have to deal with in 2012. Doesn’t dithering belong in the annals of technology history, a relic of times when “16 million color displays” were something programmers and users could only dream of? In an age when cheap mobile phones operate in full 32bpp glory, why am I writing an article about dithering?
Actually, dithering is still a surprisingly applicable technique, not just for practical reasons (such as preparing a full-color image for output on a non-color printer), but for artistic reasons as well. Dithering also has applications in web design, where it is a useful technique for reducing images with high color counts to lower color counts, reducing file size (and bandwidth) without harming quality. It also has uses when reducing 48 or 64bpp RAW-format digital photos to 24bpp RGB for editing.
And these are just image dithering uses – dithering still has extremely crucial roles to play in audio, but I’m afraid I won’t be discussing audio dithering here. Just image dithering.
In this article, I’m going to focus on three things:
- a basic discussion of how image dithering works
- eleven specific two-dimensional dithering formulas, including famous ones like “Floyd-Steinberg”
- how to write a general-purpose dithering engine