- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
- Forced Random Dithering matrices
- from githole
- from shadertoy
- A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space (presentation)
- Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames
- Analysis of 2D Void and Cluster and examples of use-cases
- Analysis of 3D Void and Cluster
- Solid Angle Simulated Annealing Algorithm
- Bart Wronski Analysis of Blue Noise
- Bart Wronski: Single Pass Void and Cluster
- Masters Thesis analysing 2D Forced Random Dithering
- Paper on Forced Random Sampling
- Original Article on Forced Random Dithering
- Recursive Wang Tiles
- Blue Noise Through Optimal Transport
- Solid Angle Implementation by Bart Wronski
- Void and Cluster Python implementation
- Void and Cluster 2D,3D,4D python implementation
- Recursive Wang Tiles
- Void and Cluster GPU by Patapom
- Forced Random Dithering (cpu and very fast gpu)
- Forced Random Dithering (simple and elegant c++ implementation)
- Capacity-Constrained Point Distributions: A Variant of Lloyd's Method
- err, some blue noise implementation
- Paniq's Progressive Shadertoy
- Great Analysis of various algorithms
- Stippling and Blue Noise Generation (using Wang tiles)
- Blue Noise Sampling with Controlled Aliasing
- Fast Tile-Based Adaptive Sampling with User-Specified Fourier Spectra
- A Variant of Lloyd’s Method
- Low Discrepancy Blue Noise Sampling
- Projective Blue Noise
- On Triangular Meshes
- Isotropic QuasiRandom BlueNoise (C++ Implementation)
- Fast Poisson-Disc Sampling in Arbitrary Dimensions javascript-implementation
- Spoke Darts for High-Dimensional Blue Noise Sampling
- Efficient Generation
- Capacity-Constrained Point Distributions: A Variant of Lloyd’s Method
- Generating Antialiased Images at Low Sampling Densities
- Computing the Discrepancy with Applications to Supersampling Patterns
- Quasirandom Techniques
- Ray Tracing and Irregularities of Distribution
- https://github.com/Atrix256/SampleZoo
- https://blog.demofox.org/2018/01/30/what-the-heck-is-blue-noise/
- https://blog.demofox.org/2017/10/20/generating-blue-noise-sample-points-with-mitchells-best-candidate-algorithm/
- https://blog.demofox.org/2017/10/25/transmuting-white-noise-to-blue-red-green-purple/
- https://blog.demofox.org/2018/08/07/tiled-blue-noise/
- https://blog.demofox.org/2018/08/12/not-all-blue-noise-is-created-equal/
- https://blog.demofox.org/2017/10/31/animating-noise-for-integration-over-time/
- https://blog.demofox.org/2017/11/03/animating-noise-for-integration-over-time-2-uniform-over-time/
For Blue Noise generation on 3D surfaces you could consider also:
Efficient and Flexible Sampling with Blue Noise Properties of Triangular Meshes
Massimiliano Corsini, Paolo Cignoni, Roberto Scopigno
IEEE Transaction on Visualization and Computer Graphics, Volume 18, Number 6, page 914--924 - 2012 http://vcg.isti.cnr.it/Publications/2012/CCS12/
for this algorithm there is a gpl implementation available in vcglib that you can try online in meshlabjs (the javascript based version of the well known meshlab)