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jikoriko

Wedge product / exterior product

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Hi, I am currently trying to implement an ear clipping algorithm using this as reference: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/polygon-triangulation-r3334

 

Concave polygons without holes are what I aiming to achieve in triangulating, and the most of the sudo code is pretty straight forward, my issue is that I have no idea how to calculate the wedge product mentioned, after lots of googling all I can really find is long academic papers on exterior algebra that mention an "exterior product" sometimes refered to as a "wedge product", and I have no idea to compose those mental mathematical formulas.

 

if anyone could help me with this I will be forever in your gratitude.

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Thanks for the reply,

I have managed to get it working with that formula, and thanks again for sharing that pdf, it may come in handy at somepoint down the line.

 

Kind Regards, Jikoriko.

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Why is it called the wedge product? Because of the quadrilateral that it forms?

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