Computing the Barycentric Coordinates of a Projected Point

Wolfgang Heidrich
The University of British Columbia

This paper appears in issue Volume 10, Number 3.
An electronic version of this article is available.

Abstract

An efficient algorithm is described for computing the barycentric coordinates of the projection of a point into the plane of a triangle. The method requires no square roots or conditionals, and only one floating point division, making it suitable for both CPU and GPU implementations.

Author Information

Wolfgang Heidrich, The University of British Columbia, Dept of Computer Science, 2366 Main Mall, Vancouver, BC V6T 1Z4, Canada heidrich@cs.ubc.ca

BibTeX Entry

@article{Heidrich05,
  author = "Wolfgang Heidrich",
  title = "Computing the Barycentric Coordinates of a Projected Point",
  journal = "journal of graphics, gpu, and game tools",
  volume = "10",
  number = "3",
  pages = "9-12",
  year = "2005",
}