https://github.com/bevyengine/bevy/blob/56d559102858d4ce8a5b...
That link takes you to this shadertoy:
This article does a good job of explaining how it helps in raymarching:
https://blog.maximeheckel.com/posts/real-time-cloudscapes-wi...
IMO the linked article by Casey Muratori is actually kind of weak: a lot of waffling, doesn't actually show the results of using this point set in the original problem, just using the sampling pattern isn't enough to eliminate aliasing, and there are more important properties for point sequences to have (discrepancy), etc. It's somewhat unpopular these days to link dense texts instead of "softer" articles, but IMO one should just go straight to PBRT for this topic, there's an entire chapter with excellent presentation: https://pbr-book.org/4ed/Sampling_and_Reconstruction
Final note: the Don Mitchell mentioned in this article is one of the authors on the go-to reconstruction filter used in a lot of software, Mitchell-Netravali (the latter recently passed away): https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_fil...
I had to hunt this 'custom colour' noise paper out since that link was dead. It is quite neat. Here it is on ACM in case anyone else is interested:
Point Sampling with General Noise Spectrum (2012) https://dl.acm.org/doi/10.1145/2185520.2185572
https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph07-pois...