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.
Update April 2020: I didn’t expect to come back to blue noise a few years later, but I wrote a small additional blog post on alternative method for generating blue noise patterns for dithering by “optimizing” frequency spectrum. You can treat it as part three-point-five. 🙂
You can find some supplemental material for posts here: https://github.com/bartwronski/BlogPostsExtraMaterial/tree/master/DitheringPostSeries