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| author | soaos <soaos@soaos.dev> | 2025-11-21 21:14:12 -0500 |
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| committer | soaos <soaos@soaos.dev> | 2025-11-21 21:14:12 -0500 |
| commit | ba76e77d935998e4b128053dcc61d2ed4884cdda (patch) | |
| tree | 5464dccd475404b509f048f4525193a8ff36a715 /content/blog/terminal_renderer_mkii | |
| parent | 6e3a7252608197b6571a56c9b07be09f254e8bae (diff) | |
zola migration
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| -rw-r--r-- | content/blog/terminal_renderer_mkii/index.md | 167 |
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diff --git a/content/blog/terminal_renderer_mkii/cover.png b/content/blog/terminal_renderer_mkii/cover.png Binary files differnew file mode 100644 index 0000000..b3ddfd9 --- /dev/null +++ b/content/blog/terminal_renderer_mkii/cover.png diff --git a/content/blog/terminal_renderer_mkii/david.png b/content/blog/terminal_renderer_mkii/david.png Binary files differnew file mode 100644 index 0000000..6cfa884 --- /dev/null +++ b/content/blog/terminal_renderer_mkii/david.png diff --git a/content/blog/terminal_renderer_mkii/davidbayer.png b/content/blog/terminal_renderer_mkii/davidbayer.png Binary files differnew file mode 100644 index 0000000..af4bfc4 --- /dev/null +++ b/content/blog/terminal_renderer_mkii/davidbayer.png diff --git a/content/blog/terminal_renderer_mkii/davidthreshold.png b/content/blog/terminal_renderer_mkii/davidthreshold.png Binary files differnew file mode 100644 index 0000000..6c6e014 --- /dev/null +++ b/content/blog/terminal_renderer_mkii/davidthreshold.png diff --git a/content/blog/terminal_renderer_mkii/index.md b/content/blog/terminal_renderer_mkii/index.md new file mode 100644 index 0000000..1797a4a --- /dev/null +++ b/content/blog/terminal_renderer_mkii/index.md @@ -0,0 +1,167 @@ ++++ +title = "Terminal Renderer Mk. II - Rendering to Text with Compute" +date = "2025-10-02" ++++ +<section> +<div class="text-section"> +<p>This week I brought my terminal renderer to the next level by performing text rendering on the GPU. +</p> +</div> +<figure class="cover-image"> +<img src="cover.png" alt="" style="width:100%;"> + <figcaption>The Stanford Dragon, outlined and rendered as Braille characters in a terminal emulator. <a href="https://tv.soaos.dev/w/fBnDAUPsTPHaoPeNNxBGch" target="_blank"> +Full video</a> +</figcaption> +</figure> +</section> +<section class="text-section"> +<h2>Context</h2> +<h3>Unicode Braille</h3> +<p> +I first messed around with rendering images to the terminal with Braille characters in like 2022 I +think? I wrote a simple CLI tool +that applied a threshold to an input image and output it as Braille characters in the terminal. <a + href="https://tv.soaos.dev/w/twpHAu4Jv8LJc9YjZbfw5g" target="_blank">Here's a recording I took back + when I did it.</a> +</p> + +<p> +<figure class="fig fig-right"> +<div class="centered"> + <table class="schema-table"> + <tbody> + <tr> + <td>0</td> + <td>3</td> + </tr> + <tr> + <td>1</td> + <td>4</td> + </tr> + <tr> + <td>2</td> + <td>5</td> + </tr> + <tr> + <td>6</td> + <td>7</td> + </tr> + </tbody> + </table> +</div> +<figcaption>The corresponding bit position for each braille dot.</figcaption> +</figure> +This effect is pretty cool, and it was pretty easy to implement as well. The trick lies in how the +<a href="https://en.wikipedia.org/wiki/Braille_Patterns#Block" target="_blank">Unicode Braille block</a> +is laid out. Every 8-dot Braille combination happens to add up to 256 combinations, the perfect amount to +fit in the range between <code>0x2800</code> (⠀) and <code>0x28FF</code> (⣿). In other words, every +character +within the block can be represented by changing the value of a single byte. +</p> +<p> +The lowest 6 bits of the pattern map on to a 6-dot braille pattern. However, due +to historical reasons the 8-dot values were tacked on after the fact, which adds +a slightly annoying mapping to the conversion process. Either way, it's a lot easier +than it could be to just read a pixel value, check its brightness, and then use a +bitwise operation to set/clear a dot. +</p> +<h3>Ordered Dithering</h3> +<p> +Comparing the brightnes of a pixel against a constant threshold is a fine way to +display black and white images, but it's far from ideal and often results in the loss +of a lot of detail from the original image. +</p> +<figure class="fig fig-horizontal"> +<div class="horizontal-container"> + <img src="david.png" alt="" /> + <img src="davidthreshold.png" alt="" /> + <img src="davidbayer.png" alt="" /> +</div> +<figcaption>From left to right: Original image, threshold, and ordered dither. <a + href="https://en.wikipedia.org/wiki/Dither" target="_blank">Wikipedia</a></figcaption> +</figure> +<p>By using <a href="https://en.wikipedia.org/wiki/Ordered_dithering" target="_blank">ordered dithering</a>, +we +can preserve much more of the subtleties of the original image. While not the "truest" version of +dithering possible, +ordered dithering (and <i>Bayer</i> dithering in particular) provides a few advantages that make it very +well suited to realtime computer graphics: +<ul> +<li>Each pixel is dithered independent of any other pixel in the image, making it extremely + parallelizable and good for shaders.</li> +<li>It's visually stable, changes to one part of the image won't disturb other areas.</li> +<li>It's dead simple.</li> +</ul> +Feel free to read up on the specifics of threshold maps and stuff, but for the purposes of this little +explanation it's +enough to know that it's basically just a matrix of 𝓃⨉𝓃 values between 0 and 1, and then to determine +whether a pixel (𝓍,𝓎) +is white or black, you check the brightness against the threshold value at (𝓍%𝓃,𝓎%𝓃) in the map. +</p> +</section> +<section class="text-section"> +<h2>The old way™</h2> +<p> +My first attempt at <i>realtime</i> terminal graphics with ordered dithering +(<a href="https://tv.soaos.dev/w/dzHBnPJXtDBwtSvirgwTvY" target="_blank">I put a video up at the time</a>) +ran entirely on the CPU. I pre-calculated the threshold map at the beginning of execution and ran each +frame +through a sequential function to dither it and convert it to Braille characters. +</p> +<p> +To be honest, I never noticed +any significant performance issues doing this, as you can imagine the image size required to fill a +terminal +screen is signficantly smaller than a normal window. However, I knew I could easily perform the +dithering on the GPU +as a post-processing effect, so I eventually wrote a shader to do that. In combination with another +effect I used to +add outlines to objects, I was able to significantly improve the visual fidelity of the experience. A +good example of +where the renderer was at until like a week ago can be seen in <a + href="https://tv.soaos.dev/w/9Pf2tP3PYY5pJ3Cimhqs9x" target="_blank">this video</a>. +</p> +<p> +Until now I hadn't really considered moving the text conversion to the GPU. I mean, <i>G</i>PU is for +graphics, +right? I just copied the <i>entire framebuffer</i> back onto the CPU after dithering +and used the same sequential conversion algorithm. Then I had an idea that would drastically reduce the +amount +of copying necessary. +</p> +</section> +<section class="text-section"> +<h2>Compute post-processing</h2> +<p> +What if, instead of extracting and copying the framebuffer every single frame, we "rendered" the text on +the GPU +and read <i>that</i> back instead? Assuming each pixel in a texture is 32 bits (RGBA8), and knowing that +each braille +character is a block of 8 pixels, could we not theoretically shave off <i>at least</i> 7/8 of the bytes +copied? +</p> +<p> +As it turns out, it's remarkably easy to do. I'm using the <a href="https://bevy.org" + target="_blank">Bevy engine</a>, +and hooking in a compute node to my existing post-processing render pipeline worked right out of the +box. +I allocated a storage buffer large enough to hold the necessary amount of characters, read it back each +frame, and dumped +the contents into the terminal. +</p> +<p> +I used UTF-32 encoding on the storage buffer because I knew I could easily convert a "wide string" into +UTF-8 before printing it, and +32 bits provides a consistent space to fill for each workgroup in the shader versus a variable-length + encoding like UTF-8. <a href="https://tv.soaos.dev/w/fBnDAUPsTPHaoPeNNxBGch" target="_blank">Here's a video of the new renderer working</a>. +Although now that I think about it, I could probably switch to using UTF-16 since all the Braille +characters could be represented +in 2 bytes, and that would be half the size of the UTF-32 text, which is half empty bytes anyways. +</p> +<p> +Okay so I went and tried that but remembered that shaders only accept 32-bit primitive types, so it doesn't matter anyways. This little side quest has been a part of my +broader efforts to revive a project I +spent a lot of time on. I'm taking the opportunity to really dig in and rework some of the stuff I'm not +totally happy with. So there might be quite a few of this kind of post in the near future. Stay tuned. +</p> +</section> |
