From ba76e77d935998e4b128053dcc61d2ed4884cdda Mon Sep 17 00:00:00 2001 From: soaos Date: Fri, 21 Nov 2025 21:14:12 -0500 Subject: zola migration --- blog/terminal_renderer_mkii/index.html | 189 --------------------------------- 1 file changed, 189 deletions(-) delete mode 100644 blog/terminal_renderer_mkii/index.html (limited to 'blog/terminal_renderer_mkii/index.html') diff --git a/blog/terminal_renderer_mkii/index.html b/blog/terminal_renderer_mkii/index.html deleted file mode 100644 index 326c5d4..0000000 --- a/blog/terminal_renderer_mkii/index.html +++ /dev/null @@ -1,189 +0,0 @@ - - - - - - Terminal Renderer Mk. II - Rendering to Text with Compute - - - - - - - - -
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Terminal Renderer Mk. II - Rendering to Text with Compute

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October 2, 2025

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This week I brought my terminal renderer to the next level by performing text rendering on the GPU. -

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The Stanford Dragon, outlined and rendered as Braille characters in a terminal emulator. -Full video -
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Context

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Unicode Braille

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- 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. Here's a recording I took back - when I did it. -

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The corresponding bit position for each braille dot.
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- This effect is pretty cool, and it was pretty easy to implement as well. The trick lies in how the - Unicode Braille block - is laid out. Every 8-dot Braille combination happens to add up to 256 combinations, the perfect amount to - fit in the range between 0x2800 (⠀) and 0x28FF (⣿). In other words, every - character - within the block can be represented by changing the value of a single byte. -

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- 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. -

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Ordered Dithering

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- 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. -

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From left to right: Original image, threshold, and ordered dither. Wikipedia
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By using ordered dithering, - we - can preserve much more of the subtleties of the original image. While not the "truest" version of - dithering possible, - ordered dithering (and Bayer dithering in particular) provides a few advantages that make it very - well suited to realtime computer graphics: -

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  • Each pixel is dithered independent of any other pixel in the image, making it extremely - parallelizable and good for shaders.
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  • It's visually stable, changes to one part of the image won't disturb other areas.
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  • It's dead simple.
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- 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. -

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The old way™

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- My first attempt at realtime terminal graphics with ordered dithering - (I put a video up at the time) - 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. -

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- 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 this video. -

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- Until now I hadn't really considered moving the text conversion to the GPU. I mean, GPU is for - graphics, - right? I just copied the entire framebuffer 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. -

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Compute post-processing

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- What if, instead of extracting and copying the framebuffer every single frame, we "rendered" the text on - the GPU - and read that 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 at least 7/8 of the bytes - copied? -

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- As it turns out, it's remarkably easy to do. I'm using the Bevy engine, - 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. -

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- 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. Here's a video of the new renderer working. - 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. -

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- 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. -

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