bezier

convert bezier curve to polygonal chain?

故事扮演 提交于 2019-12-17 23:23:54
问题 I want to split a bezier curve into a polygonal chain with n straight lines. The number of lines being dependent on a maximum allowed angle between 2 connecting lines. I'm looking for an algorithm to find the most optimal solution (ie to reduce as much as possible the number of straight lines). I know how to split a bezier curve using Casteljau or Bernstein polynomals. I tried dividing the bezier into half calculate the angle between the straight lines, and split again if the angle between

Pixel by pixel Bézier Curve

旧时模样 提交于 2019-12-17 23:14:17
问题 The quadratic/cubic bézier curve code I find via google mostly works by subdividing the line into a series of points and connects them with straight lines. The rasterization happens in the line algorithm, not in the bézier one. Algorithms like Bresenham's work pixel-by-pixel to rasterize a line, and can be optimized (see Po-Han Lin's solution). What is a quadratic bézier curve algorithm that works pixel-by-pixel like line algorithms instead of by plotting a series of points? 回答1: A variation

Getting consistent normals from a 3D cubic bezier path

巧了我就是萌 提交于 2019-12-17 19:11:01
问题 I'm writing a BezierPath class that contains a list of BezierPoints. Each BezierPoint has a position, an inTangent and an outTangent: BezierPath contains functions for getting linear positions and tangents from the path. My next step is to provide functionality for getting the normals from the path. I'm aware that any given line in 3D is going to have an unlimited number of lines that are perpendicular, so there isn't going to be a set answer. My aim is for the user to be able to specify

Grass like smoothing animation on beziercurve?

て烟熏妆下的殇ゞ 提交于 2019-12-17 18:31:08
问题 This is what I am trying to achieve--GRASS Animation(Desired animation) This is where the project is standing currently --My hair animation This is a more structurised code of the above code --My hair animation(by markE)--markE`s code of hair animation PROBLEM:-- I am able to give movements to hairs but animation should be more like wavy grass like freeflowing.Its not very smooth now.What can be done to make the hairs flow in more natural manner. Please provide me with a small sample if

How to find control points for a BezierSegment given Start, End, and 2 Intersection Pts in C# - AKA Cubic Bezier 4-point Interpolation

眉间皱痕 提交于 2019-12-17 15:39:24
问题 I've been struggling looking for an understandable way to do this. I have four points, a StartPt, EndPoint, and Intersection points to represent the peak and valley in the bezier. The BezierSegment in C# requires start, controlPoint 1, controlPoint 2, endpoint - however I don't have any control points I only have these two points that lie along the bezier curves (i'm calling them intersection points above)... how can I calculate the two control points? Thanks in advance, this has been driving

Outline of cubic bezier curve stroke

∥☆過路亽.° 提交于 2019-12-17 15:36:44
问题 By stroke of the cubic bezier curve I mean rendering a curve 'A' with a specific line width 'w'. How can I derive other cubic bezier curves that describe the outline of the stroke of bezier 'A' ? 回答1: Ohhh. You want to get the offset-curves of an bezier curve. Bad news. this is hard because these curves can't be simply derived numerical. They contain all kinds of intersections, loops and other nasty stuff. There are some approximations though. The best approach I've read so far is from a

Smooth spline representation of an arbitrary contour, f(length) --> x,y

纵然是瞬间 提交于 2019-12-17 15:35:46
问题 Suppose I have a set of x,y coordinates that mark points along contour. Is there a way that I can build a spline representation of the contour that I can evaluate at a particular position along its length and recover interpolated x,y coordinates? It is often not the case that there is a 1:1 correspondence between X and Y values, so univariate splines are no good to me. Bivariate splines would be fine, but as far as I can tell all of the functions for evaluating bivariate splines in scipy

drawing centered arcs in raphael js

纵然是瞬间 提交于 2019-12-17 15:17:33
问题 I need to draw concentric arcs of various sizes using raphael.js. I tried to understand the code behind http://raphaeljs.com/polar-clock.html, which is very similar to what I want, but, whithout comments, it is quite difficult to fathom. Ideally, I would need a function that creates a path that is at a given distance from some center point, starts at some angle and ends at some other angle. 回答1: That answer is ok, but cant be animated. I ripped the important stuff out of polar-clock for you.

How to create circle with Bézier curves?

纵然是瞬间 提交于 2019-12-17 02:17:25
问题 We have a start point (x, y) and a circle radius. There also exists an engine that can create a path from Bézier curve points. How can I create a circle using Bézier curves? 回答1: As already said: there is no exact representation of the circle using Bezier curves. To complete the other answers : for Bezier curve with n segments the optimal distance to the control points, in the sense that the middle of the curve lies on the circle itself, is (4/3)*tan(pi/(2n)) . So for 4 points it is (4/3)*tan

How to calculate a bezier curve with only start and end points?

无人久伴 提交于 2019-12-14 02:52:05
问题 I originally posted a much simpler (and less helpful) question, and have edited this to be more specific. This animation from wikipedia shows basically what I want to accomplish, however - I'm hoping to have it flipped around, where it starts progressing more towards the destination and "up" (in this image), and then arcs more directly to the end point. However, I only have access to a starting point and ending point, what I am hoping to do is be able to determine the other points by