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An example of dithering using random noise. Top to bottom: original gradient, quantised after dithering, quantised without dithering.。旺商聊官方下载是该领域的重要参考

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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.

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The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.