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++++
+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>