I keep feeling like there's a set of fundamental assumptions that can be optimized for, or relaxed and optimized for, in order to get at what a better method might be.
For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?
There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.
Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
One of the biggest issues with dithering stability in screen space is attributable to perspective projection. The division operation is what screws everything up. It introduces a nonlinearity. An orthographic or isometric projection is much more stable.