Not so much a CUDA related question (I think).
But something I’ve thought about (apart from my procedural noise post)… Dithering…
RT dithering: generate per pixel (soft) grain with each frame (or object based). Idea left over from Photoshop (filter/texture/grain/intensity:5).
Noise or grain makes a perfect picture not too perfect (particularly nice at high res), comparable with TV static/noise maybe, or a screenshot in a magazine instead of your screen. High FPS are necessity when doing something like this. Something that crossed my mind long ago (but re-emerged when I saw rage engine).
Can dithering be done realtime (similar to for instance HDR or motion/depth blur)?
I think it’s a really nice feature for games that go for extreme realistic graphics.
Dithering is also used for sampling (music), it’s an artistic touch. Howcome it’s never used for games?