» Curves
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Curves

In mathematics a Curve is "a line that does not need to be straight". With that definition a large number of different curves exist each of which can be described by a mathematical formula.

Different mathematical curves

In computer graphics we're most interested in curves that can be described by mathematical formulas that are called polynomial functions. In order to be able to draw arbitrarily curved lines often multiple such curve-segments are combined to a Spline. The term "Spline" originates from an old draftsmen tool called a Flat Spline.

Curves that are piecewise defined by polynomial functions are called Splines

There are many different types of splines (hermite, bézier, catmull-rom, b-spline,..). but they all share the following key properties:

  • they are continuous at the Knots
  • Control Points influence their shape
Splines with their segments, control points and knots

Bézier Spline

Quadratic Bézier Curve with its Control Point

Cubic Bézier Curve with its two Control Points

The most popular Bézier curves are quadratic and cubic in nature as higher degree curves are expensive to draw, evaluate and not so intuitive to handle.

Characteristics

  • they cannot exactly describe circles and ellipses
  • they are a special cases of B-Spline
Related nodes

BezierEditor (2d)
BezierEditor (3d)
See also nodes from the 'BezierSegment' category.

BezierEditor nodes are operating with cubic Bézier splines.

See also:

B-Spline

An open B-Spline does not go through its control points

A clamped B-Spline which at least goes through its first and last control point

B-Spline is short for "basis spline".

Characteristics

  • they do not go through their control points
  • they have C2 continuity!
  • they are a special case of NURBS
  • in order to have a sharp corner in a B-Spline it takes three control-points at the same position
  • it is hard to insert a control point without changing the curve
  • it is hard to make a straight line
  • depending on its degree, changing one point changes large parts of the curve
  • they cannot exactly describe circles and ellipses.

In order to make it more intuitive to handle a B-Spline can also be constructed in a way it at least goes through its first and last control point.

Related nodes

B-Spline (Value)
B-Spline (2d)
B-Spline (3d)
B-Spline (3d Wryly)

See also:

NURBS

A NURBS with its weighted control points

NURBS (short for "non uniform rational b-spline") are essentially B-Splines with a weight for each control point. If all its weights equal 1 the NURBS is a B-Spline.

  • NURBS generalizes both B-splines and Bézier curves
  • they can accurately represent circles and ellipses
Related nodes

NURBS (2d)
NURBS (3d)

See also:


Sources

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Shoutbox

~2d ago

cznickesz: @tonfilm thanks for the info. Can´t wait to give it a try!

~3d ago

tonfilm: @cznickesz #vvvv #vl #xenko integration is not ready for the public yet, it's still under heavy development... more updates soon.

~3d ago

cznickesz: Possibly dumb question: is there any release containing xenko-integration right now?

~4d ago

~5d ago

~6d ago

joreg: looking for latest #vvvv gamma preview? it is here: vvvv-gamma-2019.1-preview

~6d ago

udo2013: I just want to know why the camera does not work. should be easy to be answered.

~6d ago

udo2013: an answer, please. also there was a 4d julia set in dx9. that must have programmed one. haalllooo!!

~6d ago

udo2013: where are the people who have translated shadertoy's mandelbulb in hlsl ?? for vvvv