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…
1 × 1 physical pixel32 × 32

Click or press Enter on a variant to select it and enable highlighting. Hover temporarily changes the reference.

Output96 × 96 square rasterBlack/white object · neutral grey L* 50Scale changes display size only.

Difference overlay off · select a variant to compare.

Threshold stays first. All rows use the same 60 transitions; counts include silhouette changes. Lower flips can also mean lost detail.
Pin a row or column header to keep it in view.
A movable 3 by 3 subset of fifteen dithering schemes by eight time-sampling options. Threshold is the first row. Drag or use arrow keys to explore. One row and one column can be pinned; each stays at its ordinal position or the nearest edge.

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.