I love these kinds of posts. Simple, fast, AI-free, and I learn something new.
N_Lens•40m ago
I'll accept any kind of jocularity in the current climate!
eterevsky•39m ago
Isn't the same as just taking every triangle from the mesh, calculating the volume of a prism-like polytope between it and its projection on one the planes, and then taking it with a + sign if its projection is oriented in one direction, and with a - sign if it's oriented in another? This kind of formula works based on the basic geometry.
aaa_aaa•24m ago
Yes I remember doing something like that in 90s for a survey/map engineering cad application. After delaunay triangulation, calculating approximate voulume is easy. But this probably is a more general solution
elikoga•39m ago
My belly says the naive formula is summing the triangle pyramid volumes to the origin with sign in orientation. It looks like that's what they derived. Which is a generalization of 2d polygon area calculated by summing triangle areas for each edge, I was taught this in a math camp where we calculated map polygon areas on gis data. I remember math knowledge being hard to get pre AI era but I didn't remember it being this hard.
No idea what the author means by "which are equivalent to rendering the mesh and then sampling the render".
gigatexal•32m ago
Did they also work on the graphics stack for the Asahi project?
unkeen•10m ago
Sadly, there is no way to find out, f.ex. by a quick Google search.
arn3n•46m ago