Surface area of projected triangle
By : Rana Harsh
Date : March 29 2020, 07:55 AM
I hope this helps . Project the vertices onto the screen with the modelview and projection matrices from your rendering pipeline Calculate the surface area in 2D with A = sqrt(s*(sa)*(sb)*(sc)) with s = (a+b+c)/2 and a, b, c, the lengths of the three sides of the triangle using some 2D vector math (this is Heron's formula)

Maximum surface inside a triangle
By : G7duy
Date : March 29 2020, 07:55 AM
Does that help ..answering my own comment/question, it can be proved that the radii must be equal, Here is a useful formula: code :
A = r^2 ( alpha  Pi + 2/tan(alpha/2) ) /2
s = 2 ( b  A/r )
ropelength = trianglelength  2 Sum[r[i] a[i] ]
ropearea = trianglearea  Sum[r[i]^2 a[i] /2 ]
a[i]=( alpha[i]  Pi + 2/tan(alpha[i]/2) )
r =(1/2) (triangle_length  rope_length) /(Sum(1/tan(alpha[i]/2))  Pi)
ropearea = trianglearea  (trianglelengthropelength)^2/(8 Sum[a[i])
= trianglearea  (1/2)(trianglelengthropelength) r
Sum(1/tan(alpha[i]/2)) = Sqrt( S^3 / ((Sa)(Sb)(Sc)) )
S = 1/2 (a+b+c) ! S is semiperimeter not to be confused with arc length s
rinscribed = Sqrt( ((Sa)(Sb)(Sc)) / S )

Triangle Normal Surface Detection
By : darkguard
Date : March 29 2020, 07:55 AM
I hope this helps . Your approach of testing the normals will still have visual artifacts, because triangles facing the camera could also be obscured. Imagine if that bulge were at the corner closest to the camera. You will also have triangles that are partially visible and partially obscured.

Plotting surface in Octave results in nonuniform surface?
By : Jackson Mills
Date : March 29 2020, 07:55 AM

Do I need triangle information in my surface shader?
By : Ted Dietz
Date : March 29 2020, 07:55 AM

