Theoretical Collab 1 - rules and submissions

This thread is for submissions and should not be used for discussion.

Discussion thread.

Unlike other collabs, this one will not require creating art. Instead, you are encouraged to do some theoretical research that would be useful for restricted art of any kind.

Your result does not have to be impeccable or have great impact to be valid.

It could be:

  1. Colour theory. Metrics, algorithms, properties, transforms, classifications, guidelines with theoretical ground and more, applied to colours, to colour combinations and to restricted palettes. The entry may be a palette or a group of palettes given that those are obtained as a result of documented theoretical work and also have high general use value. In particular, such palettes shall meet Lospec palette requirements.
  2. Dithering (including temporal dithering and 3+ colour dithering). Metrics, algorithms, properties, transforms, classifications, guidelines with theoretical ground and more, applied to dithering patterns, to combinations of such patterns and to their usage. The entry may be a group of patterns given that those are obtained as a result of documented theoretical work, have high general use value and also are not the simple well-known ones.
  3. Theoretical results in other areas - you got the spirit.

How to choose your direction? Think of something related to restricted art that you think you could systematise in a more formal way and nobody seems to have done that already.

Still no ideas? Ask others: many of non-participating artists might have thoughts of what could be done, and some of participating ones could have spare ideas as well.

Rules:

  • Your result should help creating, analysing, systematising or evaluating restricted art pieces, palettes etc., or provide a foundation for further results in these areas.
  • You may use any sources given that your results are explained well; it is also advised to cite the important sources.
  • Your result may be something well-known in other areas given that it is not such in restricted art, like an overview of existing results and their applications.
  • You may freely discuss your entry anywhere.
  • You may work in a team.
  • You should not copy other entries - but you may explore other aspects that were not considered in those entries to extend an earlier result or get another.
  • You may submit multiple entries.

A submission is a message in this thread (you may also want to publish your result in a distinct thread). It should contain:

  • A title summarising your result.
  • Team members, if applicable.
  • An abstract with a proper statement of your result and some context.
  • The main text. Graphs and illustrations could make it easier to understand.
  • Cited sources, if applicable.

You may post a PDF instead of formatting everything in Markdown.

Deadline: August 11.

When the collab is over, a selection of results will be chosen and presented in a way that will be determined later.

  • HOW THE FLAW OF THE CRT TV WAS USED FOR PIXELART

ok so here I'm researching about how game companies like SEGA and other big time game studios in the early days use the CRT tv's flaws to their advantage to make the pixel sprites look as realistic as possible.

1. What causes the blurriness
So the full form of CRT is cathode ray tube, as the name specifies it has many long glass tubular structures that give it the bulk that it has.
So how it basically works is there's heap loads of phosphorus in the back and that phosphorus is colored differently in in color CRT's, this phosphorus is charged in different ways to emit light.
the main cause of the blurriness is. as the light exits the tube it trys to spread out more thus causing spillage, another reason why the blurriness is the multiple layers of glass
Through the refraction of light through many glasses gives it a sort of "bloom" I hope I could explain this I tried my best 😛
source

2. How does light spillage help
So in the pixel art we are used to the smoother curves can be made to look smoother with Anti Aliasing
e763f95d-3acc-472a-b415-45379b04bdcd-image.png
As you can see with these three eggs the left most one the switch from the yellow to whit is really harsh and doesn't look very 3d and soft like a egg.

The game studios displaying their games on the CRT have another way of softening
their way of softening is leaving some pixels as a blank allowing the light spillage to fill it up, you can see what I mean here
2819ec9e-7181-416d-bfe5-0de3551420c4-image.png
As you can see the bear at the bottom looks awful in hi resolution without light spilling and would not be acceptable, and the one in the CRT looks basically real

yep that's it!
This is how the CRT was used as a advantage back in the day

hope this was some helpful information
had a fun time researching this
here's the main source I used:
https://i.reddit.com/r/gaming/comments/anwgxf/here_is_an_example_of_old_graphics_on_crt_vs/

RACECAR

I didn't have time to do anything fancy, but hopefully this proves useful: Link to PDF (written in Latex, as promised)

An announcement.

Due to community events limiting potential participants' ability to invest time into participating (namely, Lospec Jam 1), the deadline is extended.

New deadline: August 11.

An announcement.

The submission period is closed. Additional announcements will follow.