TEMPORAL DITHER LAB
1-bit sphere.
A 3 × 3 window into every dither × time option. Square pixels, a 1 × 1 × 1 box, shared motion.
Starting renderer…Sphere: 16 latitude divisions. Cube: 8 × 8 black/white checks per face.
Box 1 : 1 : 1 · camera one box width from the opening · opening fills the near plane · bounce in X, Y and Z.
Source raster: 96 × 96. Hidden poses and history are averaged before 1-bit quantization.
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2×–16× are hidden mesh poses within one output interval, averaged before dithering. History columns average previous output instants. The last column combines both. No motion compensation: exposure and history can blur or trail motion. Differences compare final pixels at the same simulation time, including silhouette changes.
The sphere has 16 latitude bands and 16 mesh latitude subdivisions; the cube has 8 × 8 checks per face. The object bounces in X, Y and depth inside a box of equal width, height and depth. The camera is one box width in front of the opening, which fills the near plane. The L* 50 grey background is separate from the black/white object pixels. Pixel scale is 1–32 physical screen pixels per raster pixel, accounting for display density. Changing scale preserves the source raster and frame history.