@ -169,7 +169,7 @@ Once you figure out this algorithm, think of interesting and creative uses for i
### Improving Voronoi
In 2011, [Stefan Gustavson optimized Steven Worley's algorithm to GPU](http://webstaff.itn.liu.se/~stegu/GLSL-cellular/GLSL-cellular-notes.pdf) by only iterating trough a 2x2 matrix instead of 3x3. This reduces the amount of work significantly, but it can create artifacts in the form of discontinuities at the edges between the tiles. Take a look to the following examples.
In 2011, [Stefan Gustavson optimized Steven Worley's algorithm to GPU](http://webstaff.itn.liu.se/~stegu/GLSL-cellular/GLSL-cellular-notes.pdf) by only iterating through a 2x2 matrix instead of 3x3. This reduces the amount of work significantly, but it can create artifacts in the form of discontinuities at the edges between the tiles. Take a look to the following examples.