@unnick@booping.synth.download
Post #4080712
2026-07-23 23:19 UTC
Replies (3)
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@matt_zucker@mastodon.social 2026-07-24 13:13
@unnick@booping.synth.download here are two things you could try: 1) spherical area coordinates are one way of generalizing barycentric coordinates to the sphere, check out https://brsr.github.io/2023/11/04/spherical-areal.html 2) you could fit a homogeneous polynomial of the form c200*x^2 + c020*y^2 + c002*x^2 + c110*x*y + c101*x*z + c011*y*z and sample it. this framework is described in Alfeld et al. 1996 "Bernstein-Bézier polynomials on spheres and sphere-like surfaces." https://www.researchgate.net/profile/Mike-Neamtu/publication/2509001_Bernstein-B'ezier_Polynomials_on_Spheres_and_Sphere-Like_Surfaces/links/540daaef0cf2d8daaacc78c4/Bernstein-Bezier-Polynomials-on-Spheres-and-Sphere-Like-Surfaces.pdf I have played with both approaches and...
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@TomF@mastodon.gamedev.place 2026-07-24 06:21
@unnick@booping.synth.download I would find the weighted average vector, normalize, then project the original three onto the plane with that normal. Then do barycentric interpolation from there. I think it satisfies all your conditions? It's not true slerp in the 2-case, but true slerp is overrated. http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
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@ianh@mastodon.social 2026-07-24 00:08
@unnick@booping.synth.download i think the last two conditions are similar to asking for a map projection that's both area and distance preserving?