This is the same idea behind binary search. In a sorted array, you compare against the middle element and eliminate half the remaining candidates. In a quadtree, you choose one of four quadrants and ignore the other three regions. Each level narrows the search space by a factor of four instead of two.
It’s also possible to abandon the threshold matrix altogether and instead calculate a value for every pixel coordinate at runtime. If the function is simple enough this can be a good and efficient way to break up patterns and create interesting textures.
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铁路部门回应「半夜候补成功 1700 元车票作废」