Uploaded 2 older demos demonstrating different techniques:
this demo uses 16 offscreen buffers which are used as subframes of a looping, but constantly changing animation. The animation consist of 1 particle whose position is interpolating to the current mouse position. Because the screenbuffer is never cleared, the technique creates a growing number of moving objects without an ever loss in performance or increase in cost of computing those.
Perlin noise realtime dithering
a very simple pattern based dithering, based on the perlin noise function, is used to translate a shaded image into a dithered black&white image. By adjusting parameters of the noise function, the visual character can be varied between using dots and stipes.