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When Random Numbers Are Too Random: Low Discrepancy Sequences
(blog.demofox.org)
Welcome to the game development community! This is a place to talk about and post anything related to the field of game development.
I'm guessing you're referring to the colors of noise?
I didn't know about that [under this name], so thanks for bringing it up. But no, I meant something slightly different.
Colors of noise describes how to generate different distributions. What I meant was how to transform distributions.
Many of the examples in the article start with a random number distribution, and then transform it to reduce discrepancy.
This reminded me of audio/video signal processing. For example, one can take a picture and transform it to reduce discrepancy (so that neither very bright parts nor very dark parts overshoot). Or you can take an audio sample and transform it to reduce discrepancy in loudness.
So the idea was that maybe techniques of either field (RNG, audio, video) could be applied to both other fields.