Triangle Area Ratios & Linear Combinations

Published

February 16, 2026

Every 3D model in video games and movies is made of tiny triangles! When a game renders a character’s face, it calculates the color of each pixel by taking a weighted average of the colors at the triangle’s corners.

This is called barycentric interpolation — exactly what we’re learning today. Every frame of every 3D game uses this math billions of times per second!

Topics Covered

  • Barycentric coordinates of a triangle
  • Area ratios determine linear combination weights
  • Interior, exterior, and boundary points
  • Three types of regions around a triangle
  • Proof: segment ratios = area ratios

On a line between \(A\) and \(B\): \[P = \alpha \cdot A + \beta \cdot B \quad\text{where}\quad \alpha + \beta = 1\]

  • Both weights positive → \(P\) is between \(A\) and \(B\)
  • One weight negative → \(P\) is outside the segment
  • Weights proportional to opposite distances (closer → more weight)

Now we extend this from 2 points to 3!

Lecture Video

Key Video Frames

t = 06:30

t = 24:00

t = 28:00

t = 28:30

Point as Weighted Average of Triangle Vertices

For any point \(P\) in the plane with triangle \(ABC\):

\[P = \frac{\Delta_A}{\Delta} \cdot A + \frac{\Delta_B}{\Delta} \cdot B + \frac{\Delta_C}{\Delta} \cdot C\]

On a line, the weight was related to distance (1D measurement).

In a triangle, the weight is related to area (2D measurement).

The proof uses one beautiful fact:

If two triangles share the same height, their area ratio equals their base ratio.

\[\frac{\text{Area}(\triangle ACD)}{\text{Area}(\triangle ABD)} = \frac{CD}{BD}\]

because Area = \(\frac{1}{2} \times \text{base} \times \text{height}\), and the shared height cancels out!

where:

  • \(\Delta_A\) = area of triangle \(BPC\) (opposite vertex \(A\))
  • \(\Delta_B\) = area of triangle \(APC\) (opposite vertex \(B\))
  • \(\Delta_C\) = area of triangle \(APB\) (opposite vertex \(C\))
  • \(\Delta = \Delta_A + \Delta_B + \Delta_C\) = total area of \(ABC\)

Drag point \(P\) around the triangle to see the weights change:

Three Types of Regions

The weights \(\alpha, \beta, \gamma\) (with \(\alpha + \beta + \gamma = 1\)) classify the point:

Region Weights Location
Type 1 (interior) All positive: \(\alpha, \beta, \gamma > 0\) Inside triangle
Type 2 (near vertex) One \(> 1\), other two \(< 0\) Beyond one vertex
Type 3 (near edge) One \(< 0\), other two \(> 0\) Beyond one edge

Proof: Segment Ratio = Area Ratio

If \(D\) is on segment \(BC\), then:

\[\frac{CD}{BD} = \frac{[\triangle ACD]}{[\triangle ABD]}\]

Why? Both triangles share the same altitude \(h\) from \(A\) to line \(BC\):

\[\frac{[ACD]}{[ABD]} = \frac{\frac{1}{2} \cdot CD \cdot h}{\frac{1}{2} \cdot BD \cdot h} = \frac{CD}{BD}\]

This is the key insight: same height → area ratio = base ratio

Cheat Sheet

Concept Formula
Point in triangle \(P = \alpha A + \beta B + \gamma C\), weights sum to 1
Weight for vertex \(A\) \(\alpha = \frac{\text{Area}(\triangle BPC)}{\text{Area}(\triangle ABC)}\)
Inside triangle All three weights positive
On an edge One weight = 0
At a vertex One weight = 1, others = 0
Centroid All weights = \(\frac{1}{3}\)
Area ratio = base ratio When triangles share same height