Lecture 5: Texture Mapping (22)

Is there an easy way to convert the (x,y) values in the Baycentric Coordinate system to the regular 2D coordinate system for the entire image, so we can still do sampling and antialiasing for the triangle? Would it be computationally inefficient to do this for all triangles in the image?


@jerryzhucs21: From my understanding, aren't those "(x,y) values in the Baycentric Coordinate system" the coordinates in the regular 2D coordinate systems? Plz correct me if I'm wrong.


Professor Kanazawa mentions in lecture that we should not have to code the full length of this formula into our homework. In order to simplify it, wouldn't we have to convert the values to a different coordinate system?


Reply to @ DuplexBeGreat: To my understanding, what Professor Kanzawa meant of simplifying the code is to first write a function like distance(Point target, Point A, Point B), which takes three Points and calculate the distance between target point to AB, and then use this function to calculate alpha, beta and gamma in the slide (eg. alpha = distance (target, B, C) / distance(A, B, C)). Hope that this answer your question


As for the project implementation of task5, why we use barycentric coordinate for getting the coordinate of every point inside the triangle?

You must be enrolled in the course to comment