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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.
,这一点在heLLoword翻译官方下载中也有详细论述
A quadtree does the same thing for two-dimensional space. It takes a rectangular region and divides it into four equal quadrants: northwest, northeast, southwest, southeast. If a quadrant has too many points in it, it subdivides again and again. Each subdivision creates smaller and smaller cells where points are densely packed.
struct page_info { int classno, count, scavange; };