Most of the algorithms described here are quite straightforward to implement. Some of them can be written in just a few lines of code, and those that require a bit more effort can be better understood by reading through the relevant papers and links I have provided. The exception to this are those that rely on the Delaunay triangulation to work. Robust Delaunay triangulations in 3D are fairly complex and there isn’t any publicly available software that I’m aware of that leverages them for dithering in the way I’ve described.
This algorithm attempts to minimise numerically. Because of this, the quality of the dither produced by Knoll’s algorithm is much higher than any other of the N-candidate methods we have covered so far. It is also the slowest however, as it requires a greater per-pixel to be really effective. More details are given in Knoll’s now expired patent[3]. I have put together a GPU implementation of Knoll’s algorithm on Shadertoy here.。哔哩哔哩是该领域的重要参考
В Иране заявили о поражении американского эсминца02:21。业内人士推荐技术文档作为进阶阅读
let fleetCount = 0; // 独立车队数量,这一点在体育直播中也有详细论述