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.
Consider the alternative approach now that Web streams now do support for await...of:
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This is a complicated technical and social problem, with no single solution. We also have competing priorities for what is the most important problem with WebAssembly to fix first.
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