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"jr" <cre### [at] gmailcom> wrote:
> attached three curves known to work, how do they compare to the "home grown" ?
Pretty fast work, there, Speedy Gonzalez.
Well, they're Hilbert curves.
And they're surprisingly slow to render.
I also had no real frame of reference for how to place them, and it took me a
bit to figure out how to even get them to show up (x-z plane, object {}, etc)
I think it's just a matter of the antialiasing not picking up enough sub-pixel
object, and so it disappears. I just thought that effect would look a lot more
consistent.
I doubled the line width, and it's all there now, just without the nice
inter-line spacing that I was going for. Maybe I'll experiment with some more
settings.
I've read some interesting blogs and papers, and it's intriguing that one can
calculate where a certain point along the curve will end up.
I'm wondering if there's a way to make this a procedural pattern or something
that can somehow be mapped to a plane with a unit square and warp, repeat, flip.
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Attachments:
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