This an opening post of mini blog post series about various uses of dithering for quantization and sampling in video games. It is something most of us use intuitively in every day work, so wanted to write down some of those concepts, explain and analyze them in Mathematica.
This post is just a table of contents.
Part four – dithering for sampling in rendering – disk sampling and rotations. (coming soon, November)
Part five – adding time! Few ideas for improving dithering quality in temporal-supersampling scenarios. (coming soon, December)
You can find some supplemental material for posts here: https://github.com/bartwronski/BlogPostsExtraMaterial/tree/master/DitheringPostSeries