My belly says the naive formula is summing the triangle pyramid volumes to the origin with sign in orientation. It looks like that's what they derived. Which is a generalization of 2d polygon area calculated by summing triangle areas for each edge, I was taught this in a math camp where we calculated map polygon areas on gis data. I remember math knowledge being hard to get pre AI era but I didn't remember it being this hard.
No idea what the author means by "which are equivalent to rendering the mesh and then sampling the render".
> My belly says the naive formula is summing the triangle pyramid volumes to the origin with sign in orientation.
Yeah, that would also work but it's a slightly slower formula, sum(det(v1,v2,v3))/6. This one is summing sort of prism+pyramid shapes made by projecting each triangle to the yz plane.