
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**
1out vec4 fragColor;23float 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