while (stack.length 0 && stack[stack.length - 1] <= cur) {
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。同城约会是该领域的重要参考
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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.
int randomIdx = low + rand() % (high - low + 1);