fishing for visuals

Workshop

How to pixel Art

Low resolution accentuates each individual pixel

Scaling images down

Problem: would blur images

Texture Sampler declare what happens with pixels when up or downscaling

point Filtering: easiest, when not enough space for two pixels or too much space it uses the color of the closest pixel to the coordinate

rule of thumb: down or upscale by the power of 2 this keeps pixels square

emulating pixel art:

change camera perspective from perspective to orthographic (this flattens image in view and removes any depth)

Bilinear Filtering: when there is not enough space for one pixel it takes the weighted average of the 4 nearest pixels

Trilinear: somewhat like bilinear filtering but they also take the nearest MIP maps levels into account as well

MIP maps: pre-calculated sequences of progressively lower-resolution versions, helps preventing visual issues like Moiré patterns, aliasing, and shimmers in distant objects

Anisotropic Filtering: improves the appearance of textures. lets them look sharper by reducing blur and aliasing

Aliasing: is a phenomenon that a reconstructed signal from samples of the original signal contains low frequency components that not present in the original one (for example moiré patterns)


**What you will learn**

Replicator COMP


1out vec4 fragColor;
2
3float indexValue()
4{
5 int x = int(mod(gl_FragCoord.x, 2.0));
6 int y = int(mod(gl_FragCoord.y, 2.0));
7 return (bayer2x2[x + y * 2] + 0.5) / 4.0;
8}





1for item in range(0,1):
2 print("success!")


# By the end of the workshop, you’ll walk away with:


- A small, self-contained TouchDesigner network you can build upon  

- A clearer understanding of UV workflows  

- Practical replication setups  

- Enough knowledge to explore and experiment afterward