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.
- 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?
I've been reading Goldberg's paper on floating point, as well as other sources. I was wondering, though, if anyone had readily available answers to these more geometrically oriented questions. Thanks!
edit: I am honored to have posted the 1024th topic.
