For an interesting case of modern artistic use of dithering, see the discussion related to development of indie game "Return of the Obra Dinn" [1] (by Lucas Pope, author of "Papers, please"), where a participant contributed a dithering scheme he invented [2] for a specific purpose of making faces of in-game characters better looking and easier to recognize.<p>[1] <a href="https://forums.tigsource.com/index.php?topic=40832.msg1217196#msg1217196" rel="nofollow">https://forums.tigsource.com/index.php?topic=40832.msg121719...</a><p>[2] <a href="https://forums.tigsource.com/index.php?topic=40832.msg1212805#msg1212805" rel="nofollow">https://forums.tigsource.com/index.php?topic=40832.msg121280...</a><p>(Just in case and for easier browsing, I took liberty of uploading a copy to github: <a href="https://github.com/akavel/WernessDithering" rel="nofollow">https://github.com/akavel/WernessDithering</a>, although I'm not clear on what's the license of the code, unfortunately; that said I hope the numbers in the matrix are not patented.)<p>(<i>edit:</i> lol, didn't notice there's another thread on Obra Dinn already on HN, now I'm surprised! :)