Create an OBJ file that models a square pyramid with the following geometry:
Finally, let’s suppose the mesh represents some more complicated faceted shape and we want to estimate the normals. The object is faceted, so each vertex normal is just going to be the vector that’s normal to the plane that the corresponding triangle lies in. Given a 3D triangle with vertices \(\mathbf{a}, \mathbf{b}, \mathbf{c}\), derive an expression for the normal vector for that triangle.
Some helpful reminders:
The cross product gives a vector that is orthogonal to two other vectors. Its direction is determined by the right-hand rule.
We follow the convention that normals point towards the “front” of the triangle.
Normal vectors are conventionally stored as unit-length vectors.