Barycentric Coordinates Made Clear: From a UV Triangle to a 3D Triangle
Barycentric Coordinates Made Clear: From a UV Triangle to a 3D Triangle
This post explains, in plain language, why a simple triangular region in a
2-dimensional parameter space can describe every point of a real triangle in
3-dimensional space. Through one clean affine formula, the 2D parameters
(u, v) determine points on a 3D triangle. Once this connection is seen,
concepts such as interpolation, texture mapping, geometric modelling, and FEM
become much easier to understand.
Two Worlds Connected by a Map
1) Parameter World (UV-space, 2D)
Start in a flat coordinate plane labelled by two parameters, u and v.
Consider the square defined by
0 ≤ u ≤ 1 0 ≤ v ≤ 1
If we cut this square along the diagonal line u + v = 1 (or equivalently
v = −u + 1), we keep only the triangular region
0 ≤ u ≤ 1 0 ≤ v ≤ 1 u + v ≤ 1
This triangle has vertices (0,0), (1,0), (0,1) and is called the
standard 2-simplex. Every point inside it is a convex mixture of its
three corners.
2) Geometric World (3D space)
Now pick three non-collinear points in 3-dimensional space:
A, B, C ∈ ℝ³
We define the following function:
P(u, v) = C + u(A − C) + v(B − C)
Geometrically, this means:
start at C, move u units towards A, and move v units towards B.
Every choice of (u, v) inside our 2D triangle produces a unique point inside
the 3D triangle with vertices A, B and C.
From Plane → Parallelogram → Triangle
The Plane Through A, B, C
By expanding the expression above,
P = C + u(A − C) + v(B − C) = uA + vB + (1 − u − v)C
we see that the three coefficients always satisfy
u + v + (1 − u − v) = 1.
This forces P to lie on the plane through A, B, and C.
Parallelogram (UV in a Square)
If u and v are simply constrained by 0 ≤ u ≤ 1 and 0 ≤ v ≤ 1, but
u + v is unrestricted, then P sweeps out the parallelogram anchored at C
with edges A − C and B − C.
Triangle (Cut the Square in Half)
To restrict the points to the actual triangle ABC, we require the third weight
1 − u − v ≥ 0,
which is equivalent to
u + v ≤ 1.
Together these inequalities,
u ≥ 0, v ≥ 0, u + v ≤ 1,
define precisely the triangular region in UV-space that maps onto the triangle
ABC in 3D.
Barycentric Coordinates (Weights That Sum to 1)
Because
P = uA + vB + (1 − u − v)C
we may rename the weights:
α = u, β = v, γ = 1 − u − v.
Then
P = αA + βB + γC
with
α + β + γ = 1
and
α ≥ 0, β ≥ 0, γ ≥ 0.
These numbers α, β, γ are called barycentric coordinates. They describe how
strongly each vertex “pulls” on the point P. If all are equal
(α = β = γ = 1/3), then P is the centroid of the triangle.
Example 1 — A Concrete Calculation
Take
A = (2, 1, 0) B = (4, 3, 1) C = (0, 2, 5)
Let (u, v) = (0.3, 0.4). Since 0.3 + 0.4 = 0.7 ≤ 1, this lies inside the
UV-triangle. Then
P = C + u(A − C) + v(B − C) = (0,2,5) + 0.3(2,−1,−5) + 0.4(4,1,−4) = (2.2, 2.1, 1.9)
Thus P lies inside the 3D triangle ABC. In barycentric form,
α = 0.3, β = 0.4, γ = 0.3 P = 0.3A + 0.4B + 0.3C
Example 2 — Visual Analogy
Imagine a flat triangular sheet of metal suspended in space at points
A, B and C. A point inside the sheet can be thought of as a balance of
influences from its corners. If more of the “weight” lies on A (large α),
the point is pulled closer to A. If all three weights are equal, the point is
exactly at the centre of mass — the centroid.
This interpretation makes clear why the coefficients must be non-negative: otherwise we leave the triangle and move beyond its physical boundary.
Why This Clicks (and Where It’s Used)
- Universality: The same UV simplex can describe triangles in ℝ², ℝ³ or any dimension.
- Convexity: Non-negative weights that sum to 1 keep points inside the triangle.
- Affine freedom: No axes or origin are needed — only the vertices matter.
- Applications: Texture mapping, colour blending, triangle meshes, finite-element interpolation, shading, geometric modelling.
Quick Checklist
• Plane: P = C + u(A − C) + v(B − C) • Parallelogram: 0 ≤ u ≤ 1, 0 ≤ v ≤ 1 • Triangle ABC: u ≥ 0, v ≥ 0, u + v ≤ 1 • Weights: α = u, β = v, γ = 1 − u − v • Interior: α, β, γ ≥ 0 and α + β + γ = 1
Summary
A triangle in 3D is the image of the standard 2D simplex under the affine map
P(u,v) = C + u(A − C) + v(B − C). The UV inequalities
u ≥ 0, v ≥ 0, u + v ≤ 1 become the barycentric conditions
α, β, γ ≥ 0 with α + β + γ = 1. Hence a small triangular region in
parameter space determines every point of a real geometric triangle.
This simple correspondence is the backbone of interpolation in computer graphics, numerical simulation, and more. Once recognised, it reveals a beautiful unity between algebra and geometry.

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