Late response but thanks a bunch you guys :)

On Thu, Jun 27, 2019 at 1:55 PM Ethan Duni <ethan.d...@gmail.com> wrote:

> So as Nigel and Robert have already explained, in general you need to
> separately handle the spectral shaping and pdf shaping. This dither
> algorithm works by limiting to the particular case of triangular pdf with a
> single pole at z=+/-1. For that case, the state of the spectral shaping
> filter can be combined with the state of the pdf shaper, and so a single
> process (with no multiplies!) handles both pdf shaping and spectral shaping.
>
> For arbitrary order M, you would roll one die at each step and then sum it
> with M previous rolls (possibly with some set of signs inverted). So the OP
> example is M=1. You have your choice of 2^M spectral shapes, depending on
> which (if any) of the previous rolls you invert. For the "highness" output,
> you will want to invert every other previous roll. As M increases, the
> output gets more Gaussian.
>
> However for higher orders this multiplier-free algorithm does not produce
> attractive spectral shapes. For even orders, the highpass does not have a
> zero at z=1. For odd orders, the frequency response has large notches in
> the middle of the bandwidth.
>
> For most applications, a triangular pdf with single zero at z=1 is a
> perfectly good dither configuration, and there is no need to go any
> further. If you are looking for a higher-order dither algorithm without
> multiplies, I think the way to extend this would be to include bit shifts
> in the summation. Then you can get some reasonable spectral shapes. The
> simple summation approach is too constrained for orders>1.
>
> Ethan
>
> On Thu, Jun 27, 2019 at 7:43 AM Alan Wolfe <alan.wo...@gmail.com> wrote:
>
>> I read a pretty cool article the other day:
>> https://www.digido.com/ufaqs/dither-noise-probability-density-explained/
>>
>> It says that if you have two dice (A and B) that you can roll both dice
>> and then...
>> 1) Re-roll die A and sum A and B
>> 2) Re-roll die B and sum A and B
>> 3) Re-roll die A and sum A and B
>> 4) repeat to get a low pass filtered triangular noise distribution.
>>
>> It says that you can modify it for high pass filtered triangle noise by
>> rolling both dice and then...
>> 1) Re-roll die A and take A - B
>> 2) Re-roll die B and take B - A
>> 3) Re-roll die A and take A - B
>> 4) repeat to get a high pass filtered triangular noise distribution.
>>
>> What i'm wondering is, what is the right thing to do if you want to do
>> this with more than 2 dice? (going higher order)
>>
>> For low pass filtered noise with 3+ more dice (which would be more
>> gaussian distributed than triangle), would you only re-roll one die each
>> time, or would you reroll all BUT one die each time.
>>
>> I have the same question about the high pass filtered noise with 3+ more
>> dice, but in that case I think i know what to do about the subtraction
>> order...  I think the right thing to do if you have N dice is to sum them
>> all up, but after each "roll" you flip the sign of every die.
>>
>> What do you guys think?
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