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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After the free win and lipgloss changes, I noticed that ~15% of my CPU time was spent in gcBgMarkWorker - the go garbage collector. That is a lot of time to spend thinking about garbage collection.