» SplinesGPU
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effect curve spline line gpu
Credits: http://paulbourke.net


given a set of 3d positions the shader interpolates to a higher resolution and calulates lines/curves/splines/ribbons with phong shading.


  • equal vs and ps version for ati cards
  • fixed texture coordinates
  • fixed thickness calculation for bezier
  • spelling and some code beauty


  • linear interpolation
  • cosine interpolation
  • cubic interpolation
  • b-spline (third degree)
  • tcb-spline (hermite interpolation with tension continuity and bias control
  • bezier (cubic)
  • piecewise bezier (cubic)


SplinesGPU 0.2.zip
11.11.11 [01:28 UTC] by woei | 3567 downloads
SplinesGPU 0.2 bug fixing
Show 1 older revisions

Older Revisions

SplinesGPU 0.1.zip
13.10.11 [03:46 UTC] by woei | 888 downloads
SplinesGPU 0.1 initial version

liquid 13/10/2011 - 04:49

that's huge! thxs for this!

alg 13/10/2011 - 10:27

This is amazing, but can you fix one bug- splines don't work on ATI cards, when PS compiled to 2_0. Just compile PS to 3_0 and it's works on ATI. Also, you need to enable antialiasing by default because without it thin lines looks ugly.

antokhio 13/10/2011 - 10:27

nice! super cool!

everyoneishappy 13/10/2011 - 15:25

These look stunning!
I was about to say moving the renderer on to a 2nd screen seems to stop the effects, but it looks like it's just the mesh subpatch needs reapplying.

Very cool.

lasal 13/10/2011 - 15:36

Thanks Woei, clean and useful as always.

u7angel 13/10/2011 - 17:23

wicked stuff. amazing, absolutely useful.

sanch 13/10/2011 - 18:31


tekcor 15/10/2011 - 14:37

wow this is amazing!

sinus 15/10/2011 - 14:52

thx woei!!!!!! hurra, dd

m4d 17/10/2011 - 19:20

totally missed this. awesomeness indeed!!1

Noir 12/11/2011 - 00:56


chico 24/07/2012 - 07:08

kickass stuff

zeos 25/07/2012 - 01:05

so cool ;) Thanks!

sansui 10/06/2013 - 18:49

this looks very nice.
I copied .fx files to vvvv folder/contributions/effects(root.v4p adding).
and I restarted vvvv.
but no .fx effects added in node browser.
I'm using vvvv45beta30x86. what is problem?

joreg 10/06/2013 - 23:00

sansui: this contribution is a collection of effects so according to nodes and paths you'll have to place the unzipped content into an \effects directory inside your "contribution" directory which you referenced in the root.

also note that this contribution didn't pack its helppatches correctly so you'll not be able to open them by pressing F1 on the respective .fx nodes but you'll rather have to open them manually from the directory.

sansui 11/06/2013 - 11:29

thanks! joreg.
I knew the instruction about paths. lately, because of reinstalling vvvv, I missed targetting contribution directory in root patch.
now after targetting the folder, it works well.

anonymous user login


~2d ago

joreg: @microdee: yep i think the site takes user submissions..

~2d ago

microdee: @joreg: it's missing FlareTic... ;)

~2d ago

joreg: @motzi yeah, welcome to my life..

~2d ago

motzi: @joreg: i'm tempted to look into PraxisLIVE :)

~2d ago

joreg: @u7: no worries, we'll still be here when you everyone comes back...

~2d ago

u7angel: @joreg, are u trying to get rid of the community ? :)

~2d ago

joreg: bored of #vvvv? try some alternatives: https://alternativeto.net/software/vvvv/

~4d ago

tonfilm: @beyon you can also use F# together with #vl, see: #fsharp #dotnet #visualprogramming https://github.com/vvvv/VL.DemoLib/tree/master/src/VL.FSharpDemoLib

~4d ago

beyon: tonfilm: Ok,currently using F# though but maybe I should look into sharpdx vs xenko math

~5d ago

tonfilm: @beyon #vl also fills these gaps with huge range of collision detection math from #sharpdx which is basically the same as #xenko's