Hmm, I thought it might be useful
to note that this can be used for interpolation
of a two dimensional function
when only a certain number of points is known.
Also note that extrapolation
is not possible, in the same way.
An example of use, would be a terrain map
. You could plug the basic points
of a simple terrain in, and have it generate a list of triangles
, and merely send those to opengl
You could also, when you want to check collisions
, check which triangle the point you're checking for is in, and then interpolate the heights of the points of that
triangle to the point you're checking, in a method similar to Gouraud shading
Just thought it might've been worthwhile to note a use of this - when I first read this algorithm, I thought it was cool, but didn't quite see a use for it.