Although I should really be working on adding the dithering algorithms into Gif Animator, I thought it would be useful to expand the repertoire of algorithms available for use with it and the other projects I'm working on.
Adding a general purpose base class
I decided to re-factor the class I created for the Burkes algorithm to make it suitable for adding other error diffusion filters with a minimal amount of code.
First, I added a new abstract class, ErrorDiffusionDithering. The constructor of this class requires you to pass in the matrix used to disperse the error to neighbouring pixels, the divisor, and whether or not to use bit shifting. The reason for the last parameter is the Floyd-Steinberg and Burkes algorithms covered in my earlier posts had divisors that were powers of two, and so could therefore be bit shifted for faster division. Not all algorithms use a power of two divisor though and so we need to be flexible.
The constructor then stores the matrix, and pre-calculates a couple of other values to avoid repeating these each time the Diffuse method is called.
The actual dithering implementation is unchanged from original matrix handling code, with the exception of supporting bit shifting or integer division, and not having to work out the current pixel in the matrix, width or height.
csharp
void IErrorDiffusion.Diffuse(ArgbColor[] data, ArgbColor original, ArgbColor transformed,int x,int y,int width,int height){int redError;int greenError;int blueError;
redError = original.R - transformed.R;
greenError = original.G - transformed.G;
blueError = original.B - transformed.B;for(int row =0; row < _matrixHeight; row++){int offsetY;
offsetY = y + row;for(int col =0; col < _matrixWidth; col++){int coefficient;int offsetX;
coefficient = _matrix[row, col];
offsetX = x +(col - _startingOffset);if(coefficient !=0&& offsetX >0&& offsetX < width && offsetY >0&& offsetY < height){
ArgbColor offsetPixel;int offsetIndex;int newR;int newG;int newB;
offsetIndex = offsetY * width + offsetX;
offsetPixel = data[offsetIndex];// if the UseShifting property is set, then bit shift the values by the specified// divisor as this is faster than integer division. Otherwise, use integer divisionif(_useShifting){
newR =(redError * coefficient)>> _divisor;
newG =(greenError * coefficient)>> _divisor;
newB =(blueError * coefficient)>> _divisor;}else{
newR =(redError * coefficient)/ _divisor;
newG =(greenError * coefficient)/ _divisor;
newB =(blueError * coefficient)/ _divisor;}
offsetPixel.R =(offsetPixel.R + newR).ToByte();
offsetPixel.G =(offsetPixel.G + newG).ToByte();
offsetPixel.B =(offsetPixel.B + newB).ToByte();
data[offsetIndex]= offsetPixel;}}}}
No code, just the matrix and the bit shifted divisor of 5, which will divide each result by 32. Nice!
More Algorithms
As well as opening the door to allowing a user to define a custom dither matrix, it also makes it trivial to implement a number of other common error diffusion matrixes. The GitHub Repository now offers the following algorithms
There's a rather old (in internet terms anyway!) text file floating around named DHALF.TXT (based in turn on an even older document named DITHER.TXT) that has a ton of useful information on dithering, and with the exception of the Altkinson algorithm (I took that from here is where I have pulled all the error weights and divisors from.
One of the sections in this document dealt with random dithering. Although I didn't think I would ever use it myself, I thought I'd add an implementation of it anyway to see what it's like.
Unlike the error diffusion methods, random dithering affects only a single pixel at a time, and does not consider or modify its neighbours. You also have a modicum of control over it too, if you can control the initial seed of the random number generator.
The DHALF.TXT text sums it up succinctly: For each dot in our grayscale image, we generate a random number in the range 0 - 255: if the random number is greater than the image value at that dot, the display device plots the dot white; otherwise, it plots it black. That's it.
And here's our implementation (ignoring the fact that it isn't error diffusion and all of a sudden our IErrorDiffusion interface is named wrong!)
(Although I reversed black and white from the original description as otherwise it looked completely wrong)
Random dithering - it doesn't actually look too badAnother example of random dithering, this time using colour
I was surprised to see it actually doesn't look that bad.
Continuation
I've almost got a full house of useful dithering algorithms now. About the only thing left for me to do is to implement a ordered Bayer dithering as I really like the look of this type, and reminds me of games and computers of yesteryear. So there's still at least one more article to follow in this series!
The updated source code with all these algorithms is available from the GitHub repository.
Update History
2015-06-13 - First published
2020-11-21 - Updated formatting
2024-08-10 - Corrected the blue and green error values being used in reverse, thanks to Kevin Cahalan for discovering this
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The founder of Cyotek, Richard enjoys creating new blog content for the site. Much more though, he likes to develop programs, and can often found writing reams of code. A long term gamer, he has aspirations in one day creating an epic video game - but until that time comes, he is mostly content with adding new bugs to WebCopy and the other Cyotek products.
Although I should really be working on adding the dithering algorithms into Gif Animator, I thought it would be useful to expand the repertoire of algorithms available for use with such tools. This article briefly mentions the expanded error diffusion algorithms that are now included, and in slightly more detail covers random dithering as well.
In my previous introductory post, I briefly described the concept of dithering an image. In this article, I will describe how to dither an image in C# using the Floyd–Steinberg algorithm.
When you reduce the number of colours in an image, it's often hard to get a 1:1 match, and so typically you can expect to see banding in an image - areas of unbroken solid colours where once multiple similar colours were present. Such banding can often ruin the look of the image, however by using dithering algorithms you can reduce such banding and greatly improve the appearance of the reduced image. This article briefly discusses dithering as a prelude to further articles with actual dithering implementations.