# ASCII Rendering Reference Detailed tables, sampling math, and complete renderers for ASCII animation. ## Brightness ramp tables Order is **dark → light**. Index into the ramp with `Math.round(lum * (ramp.length - 1))` where `lum` is 0..1. ### 10-level (compact, generative) ``` .:-=+*#%@ ``` Good for low-resolution generative fields and terminals. Distinct steps, low banding artifacts. ### 70-level Paul Bourke ramp (photo fidelity) ``` $@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\|()1{}[]?-_+~<>i!lI;:,"^`'. ``` This is ordered **light → dark** (densest first). For luminance mapping, either reverse the string or use `index = Math.round((1 - lum) * (len - 1))`. Best results for grayscale photos; whitespace at the end represents black/empty. ### 16-level extended (balance) ``` .'`,^:";~-_+<>i!lI?/\|()1{}[]rcvunxzjftLCJUYXZO0Qoahkbdpqwm*WMB8&%$#@ ``` Truncate or downsample to taste. For UI/loaders a hand-picked 8–12 char ramp usually looks cleaner than a 70-char ramp because the steps are visually distinct. ### Block / shade characters (Unicode, smoother gradient) ``` ░▒▓█ ``` Or with the 1/8 block fills for vertical bars: `▁▂▃▄▅▆▇█`. Renders as a near-continuous gradient in monospace fonts; great for waveforms, meters, and smooth fades. Requires a font with box-drawing glyphs (most monospace fonts have them). ## Luminance computation Perceptual (sRGB-weighted, recommended): ```js const lum = (0.2126 * r + 0.7152 * g + 0.0722 * b) / 255; // 0..1 ``` Fast average (acceptable for stylized output): ```js const lum = (r + g + b) / (3 * 255); ``` Invert for dark-on-light surfaces: `lum = 1 - lum`. Apply gamma to spread midtones: `lum = Math.pow(lum, 0.8)` (lower exponent brightens). ## Pixel sampling and cell aspect correction Monospace cells are about twice as tall as wide. Real cell aspect depends on the font: measure once. ```js function measureCellAspect(fontFamily = 'monospace', fontPx = 16) { const cv = document.createElement('canvas'); const ctx = cv.getContext('2d'); ctx.font = `${fontPx}px ${fontFamily}`; const w = ctx.measureText('M').width; // glyph advance width const h = fontPx * 1.0; // with line-height: 1 return w / h; // ~0.5 for most fonts } ``` Compute the character grid for a source image, correcting aspect so the picture is not vertically stretched: ```js function gridSize(imgW, imgH, cols, cellAspect = 0.5) { const rows = Math.round(cols * (imgH / imgW) * cellAspect); return { cols, rows }; } ``` Draw the source into an offscreen canvas at exactly `cols × rows`, then read all pixels once with `getImageData(0, 0, cols, rows)`. One `getImageData` call per frame is far cheaper than per-pixel reads. ## `
` vs canvas | Aspect | `` + textContent | Canvas `fillText` | |--------|----------------------|-------------------| | Setup | trivial, one string | per-cell draw loop | | Color | single color (or per-span, slow) | per-char color cheap | | Max size | ~120×60 @ 30fps | thousands of cells @ 60fps | | Selectable text | yes | no | | Best for | generative fields, loaders | video, per-char color, large grids | `` styling that avoids gaps and stretching: ```css pre { font-family: ui-monospace, monospace; line-height: 1; letter-spacing: 0; margin: 0; white-space: pre; } ``` Canvas per-char color renderer: ```js function drawAsciiCanvas(ctx, chars, colors, cols, rows, cellW, cellH) { ctx.clearRect(0, 0, cols * cellW, rows * cellH); ctx.textBaseline = 'top'; ctx.font = `${cellH}px monospace`; for (let y = 0; y < rows; y++) { for (let x = 0; x < cols; x++) { const i = y * cols + x; ctx.fillStyle = colors[i]; // e.g. `rgb(r,g,b)` ctx.fillText(chars[i], x * cellW, y * cellH); } } } ``` ## ANSI terminal frame loop (Node) ```js const ESC = '\x1b['; const out = process.stdout; function start(render, fps = 20) { out.write(ESC + '?25l'); // hide cursor out.write(ESC + '2J'); // clear screen once const interval = 1000 / fps; let start = Date.now(); const id = setInterval(() => { const t = Date.now() - start; out.write(ESC + 'H'); // home (cheap, no full clear) out.write(render(t, out.columns || 80, out.rows || 24)); }, interval); const stop = () => { clearInterval(id); out.write(ESC + '0m' + ESC + '?25h' + ESC + '2J' + ESC + 'H'); process.exit(0); }; process.on('SIGINT', stop); return stop; } // Truecolor per character: foreground `\x1b[38;2;R;G;Bm`, reset `\x1b[0m`. function colored(ch, r, g, b) { return `${ESC}38;2;${r};${g};${b}m${ch}${ESC}0m`; } // Example: plasma using full terminal size start((t, cols, rows) => { const ramp = ' .:-=+*#%@'; let s = ''; for (let y = 0; y < rows - 1; y++) { for (let x = 0; x < cols; x++) { const v = Math.sin(x * 0.15 + t * 0.001) + Math.sin(y * 0.25 + t * 0.0015) + Math.sin((x + y) * 0.1 + t * 0.0008); const lum = (v + 3) / 6; s += ramp[Math.round(lum * (ramp.length - 1))]; } s += '\n'; } return s; }); ``` Notes: writing `ESC + 'H'` (home) and overwriting is much smoother than clearing the screen every frame, which causes flicker. Avoid printing a trailing newline on the last row or the terminal scrolls. `out.columns`/`out.rows` give the live terminal size; recompute the grid on `process.stdout.on('resize', ...)`. ## Three.js AsciiEffect — complete wiring ```js import * as THREE from 'three'; import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; const renderer = new THREE.WebGLRenderer(); renderer.setSize(innerWidth, innerHeight); const effect = new AsciiEffect(renderer, ' .:-=+*#%@', { invert: true, resolution: 0.2 }); effect.setSize(innerWidth, innerHeight); effect.domElement.style.color = 'white'; effect.domElement.style.backgroundColor = 'black'; document.body.appendChild(effect.domElement); // append the EFFECT's DOM, not renderer.domElement const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(70, innerWidth / innerHeight, 1, 1000); camera.position.z = 4; scene.add(new THREE.PointLight(0xffffff, 3).position.set(5, 5, 5)); scene.add(new THREE.AmbientLight(0x808080)); const mesh = new THREE.Mesh( new THREE.TorusKnotGeometry(1, 0.3, 100, 16), new THREE.MeshStandardMaterial({ flatShading: true }) ); scene.add(mesh); const controls = new OrbitControls(camera, effect.domElement); // attach to effect DOM function animate(t) { mesh.rotation.y = t * 0.0005; effect.render(scene, camera); // render through the effect requestAnimationFrame(animate); } requestAnimationFrame(animate); addEventListener('resize', () => { camera.aspect = innerWidth / innerHeight; camera.updateProjectionMatrix(); effect.setSize(innerWidth, innerHeight); }); ``` Key gotchas: append `effect.domElement` (not the renderer's canvas) and call `effect.render`, not `renderer.render`. `resolution` (default ~0.15) controls character density; lower = fewer, larger characters. Lighting matters — ASCII reads luminance, so use strong directional contrast and `flatShading` for crisp edges. --- Map brightness to the right glyph ramp and the characters come alive. Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=web-animation-skills&utm_content=skill_footer&utm_term=ascii-animation)** — the AI motion agent for editable, on-brand motion graphics.