Timeline for The mathematics of two dimensional interpolation on a quad
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Sep 3, 2018 at 18:58 | comment | added | thewhiteambit | With split polys there are some situations resolving false. Whenever there are degenerated vertexes split mapping goes wrong, so there is a reason for real quad mapping. However on 99% usecases this works well enough. | |
Sep 3, 2018 at 18:53 | comment | added | thewhiteambit | There is a great explanation on Nathan Reeds Blog. Normally I would not suggest posting many links here, but it is to much and the only exact and good answer to this problem. | |
Nov 14, 2017 at 18:33 | comment | added | ggambetta | I'm on the "split the quad into two triangles" camp. I've written about how interpolation works in a triangle in some detail here: gabrielgambetta.com/computer-graphics-from-scratch/… It doesn't use barycentric coordinates at all, so it complements the other answer nicely :) | |
Nov 2, 2017 at 16:28 | comment | added | Alan Wolfe | From the question title I thought you were asking about bilinear interpolation. For other folks who came here looking for information on that, here's a link (but feel free to explicitly ask a question too) blog.demofox.org/2015/04/30/… | |
Nov 1, 2017 at 18:08 | answer | added | Christian Rau | timeline score: 8 | |
Nov 1, 2017 at 16:13 | history | asked | J.Doe | CC BY-SA 3.0 |