Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 4080514
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 20, 20262026-05-20T17:56:24+00:00 2026-05-20T17:56:24+00:00

If I have a mesh of triangles, how does one go about calculating the

  • 0

If I have a mesh of triangles, how does one go about calculating the normals at each given vertex?

I understand how to find the normal of a single triangle. If I have triangles sharing vertices, I can partially find the answer by finding each triangle’s respective normal, normalizing it, adding it to the total, and then normalizing the end result. However, this obviously does not take into account proper weighting of each normal (many tiny triangles can throw off the answer when linked with a large triangle, for example).

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-20T17:56:24+00:00Added an answer on May 20, 2026 at 5:56 pm

    This blog post outlines three different methods and gives a visual example of why the standard and simple method (area weighted average of the normals of all the faces joining at the vertex) might sometimes give poor results.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a terrain mesh where just the Z value for each vertex needs
As input I have a set of triangles that form concave mesh with holes.
Does anyone have any pointers to good resources concerning mesh networks? Maybe I'm not
I have 3d mesh and I would like to draw each face a 2d
I have a few 1000s triangles connected in a 2D mesh grid. It represents
I have a triangle mesh and I'm trying to calculate the normals so I
I have a triangle (red, below). (or a 2D mesh of triangles) How can
I have a 3d mesh (a set of triangles) that defines a closed watertight
I have a two dimensional polygon mesh made of connected triangles represented like this:
given a mesh made entirely of quads, where every vertex has valence n (with

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.