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barycentric hecking interpolation!!

a little thread on a neat way to interpolate across a triangle!

say you have three points, each with a color - how do you get the blended color for an arbitrary point inside? 🤔
byerp (coining this term now~) uses the area of the triangle on the *opposite* side of each vertex, as a fraction of the total area, to determine how much influence each vertex has!
❤💙💚
these three influences, or, weights, together form the barycentric coordinate of that point
we can then multiply each weight with their corresponding color, and add them all up, to get the final blended color at that coordinate!

since models in games are made of triangles, this is actually how mesh data like normals, UVs, vertex colors etc. is interpolated by your GPU!
that's not to say it's perfect - this can only interpolate the data on the triangle, but there are cases where you want to use 4 points, where two barycentric interpolations can't really get you an accurate result :c

anyhow that's it, it's getting super late and I need to feed thor~

as usual, if you want to support what I do, please consider supporting me on Patreon!

it really does help me stay afloat and do things like this 💖

patreon.com/acegikmo
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