Simplify high-order Bezier curve

删除回忆录丶 提交于 2019-12-05 08:31:16

As mohsenmadi already pointed out: in general this is not a thing you can do without coming up with your own error metric. Another idea is to go "well let's just approximate this curve as a sequence of lower order curves", so that we get something that looks better, and doesn't really require error metrics. This is a bit like "flattening" the curve to lines, except instead of lines we're going to use cubic Bezier segments instead, which gives nice looking curves, while keeping everything "tractable" as far as modern graphics libraries are concerned.

Then what we can do is: split up that "100th order curve" into a sequence of cubic Beziers by sampling the curve at regular intervals and then running those points through a Catmull-Rom algorithm. The procedure's pretty simple:

  1. Pick some regularly spaced values for t, like 0, 0.2, 0.4, 0.6, 0.8 and 1, then
  2. create the set of points tvalues.map(t => getCoordinate(curve, t)). Then,
  3. build a virtual start and end point: forming a point 0 by starting at point 1 and moving back along its tangent, and forminga point n+1 by starting at n and following its tangent. We do this, because:
  4. build the poly-Catmull-Rom, starting at virtual point 0 and ending at virtual point n+1.

Let's do this in pictures. Let's start with an 11th order Bezier curve:

And then let's just sample that at regular intervals:

We invent a 0th and n+1st point:

And then we run the Catmull-Rom procedure:

i = 0
e = points.length-4
curves = []
do {
  crset = points.subset(i, 4)
  curves.push(formCRCurve(crset))
} while(i++<e)

What does formCRCurve do? Good question:

formCRCurve(points: p1, p2, p3, p4):
  d_start = vector(p2.x - p1.x, p2.y - p1.y)
  d_end = vector(p4.x - p3.x, p4.y - p3.y)
  return Curve(p2, d_start, d_end, p3)

So we see why we need those virtual points: given four points, we can form a Catmull-Rom curve from points 2 to point 3, using the tangent information we get with a little help from points 1 and 4.

Of course, we actualy want Bezier curves, not Catmull-Rom curves, but because they're the same "kind" of curve, we can freely convert between the two, so:

i = 0
e = points.length-4
bcurves = []
do {
  pointset = points.subset(i, 4)
  bcurves.push(formBezierCurve(pointset))
} while(i++<e)

formBezierCurve(points: p1, p2, p3, p4):
  return bezier(
    p2,
    p2 + (p3 - p1)/6
    p3 - (p4 - p2)/6
    p3
  )

So a Catmull-Rom curve based on points {p1,p2,p3,p4}, which passes through points p2 and p3, can be written as an equivalent Bezier curve that uses the start/control1/control2/end coodinates p2, p2 + (p3 - p1)/6, p3 - (p4 - p2)/6, and p3.

First, you have to know that there are no approximating lower degree curves that would do you justice! You are bound to introduce errors no escape. The questions then is: how to approximate such that the original and resultant curves are visually similar?

Assume your original curve is of degree n. First, subdivide it. You can subdivide a curve as many times as you want without introducing any errors. Here, the degree of each subdivisions is still n, but the geometric complexity and rate of curvature are reduced considerably. Second, you reduce the degree of each subdivision which is by now a simple shape with no high curvature that would introduce approximation errors.

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