Computing plane for polygon, minimize floating point error
Posted: Sun Jan 22, 2012 6:23 pm
Suppose I have a polygon with vertices specified in a floating point format (float or double - I'm not sure that it's fundamentally relevant which), and I want to compute a plane that "best fits" the given data. I have a number of questions about how to minimize floating point error.
edit: I am honored to have posted the 1024th topic.
- Typically, one would compute the cross product between two edge vectors to obtain the plane normal. Which two vectors will give the best approximation?
- There are many equivalent plane representations, when dealing with the real numbers. In floating point, which format preserves the most information?
edit: I am honored to have posted the 1024th topic.