ASCII Animation
Render motion entirely with text characters. ASCII output is extremely lightweight, distinctive, and works in browsers (<pre>/canvas), terminals (ANSI), and over any 3D scene (Three.js AsciiEffect).
When to use
- Build terminal/CLI intros, loaders, banners, or a retro/hacker aesthetic.
- Convert an image, video frame, or 3D scene into animated ASCII.
- Add an ASCII post-effect over an existing canvas/WebGL render.
- Create generative text fields (plasma, sine waves, noise, tunnels).
Core concept: the brightness ramp
Map luminance (0..1) to a character whose ink density matches. Order characters dark-to-light. Pick the index with Math.round(lum * (ramp.length - 1)).
Common ramps (dark to light):
- Short (10):
.:-=+*#%@ - Medium (16):
.'\^",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$` truncated — see table below. - Standard 70-level (Paul Bourke), best for photos:
$@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\|()1{}[]?-_+~<>i!lI;:,"^`'.(reverse for dark-on-light).
Compute relative luminance from sRGB (perceptual):
Invert when drawing dark text on a light background: lum = 1 - lum.
Character cell aspect correction (the #1 gotcha)
Monospace character cells are taller than wide — roughly 0.5 width:height. Sampling a square pixel grid produces a vertically stretched image. Correct by sampling fewer rows than columns: for a target of cols characters wide, use rows = Math.round(cols * (imgH / imgW) * fontAspect) where fontAspect ≈ 0.5. Equivalently, when drawing to an offscreen canvas, set its height to cols * aspect * 0.5.
Web rendering: <pre> vs canvas
<pre>+ textContent: simplest. One string with\nper row. Fine up to ~120×60 chars at 30fps. Setwhite-space: pre; font-family: monospace; line-height: 1;.- Canvas
fillText: needed for per-character color, larger grids, or 60fps. Draw each char atx * cellW, y * cellH. Faster than thousands of DOM nodes.
Generative <pre> field (plasma):
Image / video to ASCII
Draw the source to a small offscreen canvas at cols × rows, read pixels with getImageContext().getImageData, then map each pixel to a character. For video, repeat per frame from a <video> element.
For Node image→ASCII, see scripts/img-to-ascii.mjs.
3D-to-ASCII with Three.js
AsciiEffect wraps a renderer and renders any scene as ASCII into a DOM element. Render through the effect, not the renderer.
Terminal / CLI animation
Loop with ANSI escape codes: hide the cursor, move to home, print the frame, throttle to 12–24 fps. Show the cursor again on exit.
Use ESC + '2J' to clear the whole screen, ESC + 'H' for home (cheaper per frame than clearing). Color with \x1b[38;2;R;G;Bm (truecolor) and reset with \x1b[0m.
Deliver & verify (standalone HTML)
Packaged helper (
scripts/):scripts/seek-shot.sh anim.html 0 1.5 3freezes the?t=Nharness and screenshots each moment;scripts/contact-sheet.sh sheet.png frame-*.pngtiles them for one-glance review. Seescripts/README.md.
For a self-contained web ASCII piece (generative field, image/video→ASCII, AsciiEffect scene) the deliverable is one HTML file that opens directly in a browser — the <pre>/canvas, the ramp, and the rAF loop inline (Three.js from CDN if used). No build step. One file is the right tier; don't reach for a bundler. (Terminal/CLI pieces verify differently — capture stdout or a screenshot of the terminal.)
Output contract:
- One
.htmlfile: the render target, the brightness ramp, and therequestAnimationFrameloop in one inline<script>. - Drive frames from an injectable time (not
Date.now()/performance.now()directly) and seed any randomness, so a frame is reproducible.
Seek harness — freeze the rAF loop on a deterministic frame. ?t=N renders exactly one frame at simulated time N instead of looping, so a screenshot is reproducible. Feed N where the loop reads time, and fix the seed:
Verify loop — render → freeze → screenshot → check: render at a few simulated times (?t=0, ?t=1000, ?t=2000), screenshot each, and check fidelity (ramp reads dark→light correctly, motion evolves) plus artifacts (vertical stretch from missing cell-aspect correction, wrong invert on a light bg, clipped grid, FOUC before the monospace font loads — fonts settle the cell metrics, so wait). Any headless tool works:
Before you finish:
- Opens standalone — no console errors, CDN (Three.js, if used) loads, monospace font applied.
?t=Nrenders one deterministic frame (injected time + fixed seed), no live loop.- Screenshotted at 3 simulated times — matches the brief, no vertical stretch or wrong-invert.
prefers-reduced-motionhonored — stop/slow the rAF loop, show a static frame.- Easing is intentional — frame rate throttled on purpose (12–24fps for retro feel), ramp ordering deliberate.
Quick reference
Reference files
references/rendering.md— Full brightness ramp tables (10/70/extended), pixel sampling math and cell aspect correction,<pre>vs canvas tradeoffs with code, ANSI terminal frame loop with truecolor, and completeAsciiEffectwiring.scripts/img-to-ascii.mjs— Runnable Node script that converts a PNG/JPG file to ASCII text, with--cols,--invert, and--rampflags.

