Hmm, I thought it might be
useful to note that this can be used for
interpolation of a
two dimensional function when only a certain number of points is known.
Also note that
extrapolation is not possible, in the same way.
An example of use, would be a
terrain map. You could plug the
basic points of a simple terrain in, and have it generate a list of
triangles, and merely send those to
opengl for rendering
. You could also, when you want to check
collisions, check which triangle the point you're checking for is in, and then interpolate the heights of the points of
that triangle to the point you're checking, in a method similar to
Gouraud shading.
Just thought it might've been worthwhile to note a use of this - when I first read this algorithm, I thought it was cool, but didn't quite see a use for it.