[
  {
    "path": "COPYING.txt",
    "content": "Creative Commons Legal Code\n\nCC0 1.0 Universal\n\n    CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE\n    LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN\n    ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS\n    INFORMATION ON AN \"AS-IS\" BASIS. 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  },
  {
    "path": "LICENSE.txt",
    "content": "To the extent possible under law, Christoph Peters has waived all copyright and \r\nrelated or neighboring rights to the files in this directory and its \r\nsubdirectories. This work is published from: Germany. \r\n\r\nThe work is made available under the terms of the Creative Commons CC0 Public \r\nDomain Dedication.\r\n\r\nFor more information please visit:\r\nhttps://creativecommons.org/publicdomain/zero/1.0/\r\n"
  },
  {
    "path": "RAWFileFormat.txt",
    "content": "                             The *.raw file format\n                               Christoph Peters\n                                  2017-01-31\n\nSome of the accompanying blue noise textures are provided in a very simplistic \ntailor-made binary file format. You recognize them by the file format extension \n*.raw. A complete documentation of this file format is provided below. A few \nlines of code should suffice to load it in most programming languages. For a \nreference implementation please take a look at StoreNDTextureHDR() and \nLoadNDTextureHDR() in BlueNoise.py.\n\nThe binary data of the files consists of nothing but a sequence of unsigned, \nleast significant bit first 32-bit integers. The contents of these integers are \nas follows:\n\n- Version: File format version, should be 1.\n\n- nChannel: The number of color channels in the image. This should be a value \n  between 1 (greyscale) and 4 (RGBA).\n\n- nDimension: The number of dimensions of the stored array, i.e. the number of \n  indices required to uniquely identify one pixel, voxel, etc..\n\n- Shape[nDimension]: nDimension integers providing the size of the array along \n  each dimension. By convention the first dimension is height, second width and \n  third depth.\n\n- Data[Shape[0]*...*Shape[nDimension-1]*nChannel]: The uncompressed data of the \n  texture. The channels are unrolled first, followed by all dimensions in \n  reverse order. Thus, an RG image of size 3*2 would be stored like this:\n  00R, 00G, 01R, 01G, 10R, 10G, 11R, 11G, 20R, 20G, 21R, 21G\n  The values for blue noise textures lie between 0 and \n  Shape[0]*...*Shape[nDimension-1]-1 and each value occurs exactly once per \n  channel.\n\nEND OF FILE\n"
  },
  {
    "path": "README.md",
    "content": "# Free blue noise textures\n\nThis repository contains blue noise textures in various sizes and formats.\nThese textures were downloaded from the following articles on the\n*Moments in Graphics* blog:\n\n- [*Free blue noise textures*](http://momentsingraphics.de/BlueNoise.html)\n  (2D textures)\n- [*The problem with 3D blue noise*](http://momentsingraphics.de/3DBlueNoise.html)\n  (3D and 4D textures)\n\nFor the accompanying code that generated these textures, see\n[MomentsInGraphics/BlueNoise](https://github.com/MomentsInGraphics/BlueNoise).\n\n## License\n\nCopyright © 2016-2017 Christoph Peters\n\nLicensed under CC0 1.0 Universal, see [COPYING.txt](COPYING.txt) for details.\n"
  }
]