A developer working on procedural mesh generation needed to trace millions of geodesic paths using the geometry-central C++ library (compiled to WebAssembly via Emscripten). Profiling revealed that Eigen's ColPivHouseholder solver was the bottleneck in the Cartesian-to-barycentric coordinate conversion. By replacing the generic Eigen solver with a direct, inline math implementation sourced from Gamedev Stack Exchange (originally from Christer Ericson's Real-Time Collision Detection), the function achieved over 3x speedup. The optimized code was pushed to a public fork of geometry-central.
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