Everything the light touches is a triangle: how computers draw!
summary
Claim: almost every visible pixel comes from triangles because modern GPUs and rasterization pipelines are optimized for them. Evidence: map rendering work at Mapbox and imagery tools at Descartes Labs rely on triangle meshes, quads get triangulated before rasterization, and animated films triangulate before GPU draw. Why it matters: triangles are co planar, have a well defined interior, and support barycentric coordinates so vertex attributes interpolate fast enabling real time 60 fps rendering. Tools mentioned include three.js and common GPU framebuffers.
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