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J-Print News wrote:
>
> I've been waiting for replies and it seems I posted this message to Warp
> instead of the board. Sorry about that, Warp.
>
> That's equations I'm looking for, not functions. Stuff like y=mx^2 +c, etc.
> I'm not so good on the terminology. Equations to work out the x, y, and z
> coordinates for Beziers, NURBS and isosurfaces is what I want. I've never
> heard of 3d beziers but I don't think that should be impossible.
Bezier curves use a set of control points that act like magnets on a
piece of metallic string. Points on the curve are defined by the
following equation (For n+1 control points):
[use a fixed-sized font]
n
---
\
P(u) = / Pi Bi,n(u) 0<= u <=1
---
i=0
Where Pi is a control point and Bi,n(u) is the Berstein polynomial,
which is given by:
i n-i
Bi,n (u) = C(n,i)u (1-u)
where C(n,i) is a coefficient given by:
n!
C(n,i) = -------
i!(n-i)!
[Ref: I. Zeid, CAD/CAM Theory and Practice, 1991. McGraw-Hill]
I don't know how NURBS work, but you should be able to find that out in
a book on computer algorithms at your local (or college) library.
And isosurfaces are any equation you want, anything is possible.
> PS. Does anyone know the equation for the Mandelbrot pattern. I think it's
> something like y=mX+c with c being the sqare root of -1 but I can't remember
> how it is used.
It's an infinite loop.
Zn = Z(n-1)^2 + c
Where Zo is 0 and C the point (in the complex plane) whose colour you
want to find out. If, after n iterations, you are converging towards 0,
the point is inside the Mandelbrot set; on the other hand if you are
diverging towards infinity, you are outside of it. Usually
image-generating programs will assign a color to the pixel based on how
many iterations it took before the point gets outside a threshold (for
the regular "ladybug" Mandelbrot set, it's a circle of radius 2)
[Ref: T. wegner & B. Tyler, Fractal Creations, 2nd ed. 1994, Waite
Group]
Hope this helps.
--
Francois Labreque | In the future, performance will be measured
flabreque | by the size of your pipe.
@ | - Dogbert, on networking
videotron.ca
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Thanks Francois, that's exactly what I wanted to know. Except for the NURBs.
If anyone knows the Equations for NURBS, I'd be very grateful.
Thanks,
Nekar Xenos
Francois Labreque <fla### [at] videotronca> wrote in message
news:3A683D50.644E85D5@videotron.ca...
>
>
> J-Print News wrote:
> >
> > I've been waiting for replies and it seems I posted this message to Warp
> > instead of the board. Sorry about that, Warp.
> >
> > That's equations I'm looking for, not functions. Stuff like y=mx^2 +c,
etc.
> > I'm not so good on the terminology. Equations to work out the x, y, and
z
> > coordinates for Beziers, NURBS and isosurfaces is what I want. I've
never
> > heard of 3d beziers but I don't think that should be impossible.
>
> Bezier curves use a set of control points that act like magnets on a
> piece of metallic string. Points on the curve are defined by the
> following equation (For n+1 control points):
>
> [use a fixed-sized font]
>
> n
> ---
> \
> P(u) = / Pi Bi,n(u) 0<= u <=1
> ---
> i=0
>
> Where Pi is a control point and Bi,n(u) is the Berstein polynomial,
> which is given by:
>
> i n-i
> Bi,n (u) = C(n,i)u (1-u)
>
> where C(n,i) is a coefficient given by:
>
> n!
> C(n,i) = -------
> i!(n-i)!
>
>
> [Ref: I. Zeid, CAD/CAM Theory and Practice, 1991. McGraw-Hill]
>
> I don't know how NURBS work, but you should be able to find that out in
> a book on computer algorithms at your local (or college) library.
>
> And isosurfaces are any equation you want, anything is possible.
>
> > PS. Does anyone know the equation for the Mandelbrot pattern. I think
it's
> > something like y=mX+c with c being the sqare root of -1 but I can't
remember
> > how it is used.
>
> It's an infinite loop.
>
> Zn = Z(n-1)^2 + c
>
> Where Zo is 0 and C the point (in the complex plane) whose colour you
> want to find out. If, after n iterations, you are converging towards 0,
> the point is inside the Mandelbrot set; on the other hand if you are
> diverging towards infinity, you are outside of it. Usually
> image-generating programs will assign a color to the pixel based on how
> many iterations it took before the point gets outside a threshold (for
> the regular "ladybug" Mandelbrot set, it's a circle of radius 2)
>
> [Ref: T. wegner & B. Tyler, Fractal Creations, 2nd ed. 1994, Waite
> Group]
>
> Hope this helps.
> --
> Francois Labreque | In the future, performance will be measured
> flabreque | by the size of your pipe.
> @ | - Dogbert, on networking
> videotron.ca
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J-Print News wrote:
> Thanks Francois, that's exactly what I wanted to know. Except for the
NURBs.
> If anyone knows the Equations for NURBS, I'd be very grateful.
"The NURBS Book" by Les Piegl and Wayne Tiller (New York: Springer, second
edition 1997) is the place to start, if you can find it.
--
Lance.
http://come.to/the.zone
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J-Print News wrote:
> Thanks Francois, that's exactly what I wanted to know. Except for the NURBs.
> If anyone knows the Equations for NURBS, I'd be very grateful.
NURBS = Non Uniform Rational B-Splines, aka Bezier Patches, Bicubic Patches,
etc. It's all the same stuff.
...Chambers
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> NURBS = Non Uniform Rational B-Splines, aka Bezier Patches, Bicubic
Patches,
> etc. It's all the same stuff.
> ...Chambers
>
Thanks. I suspected it was something like a 3d bezier. Seems like I wasn't
far off.
Nekar
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In article <3A692D00.35295741@hotmail.com>, Ben Chambers
<bdc### [at] hotmailcom> wrote:
> NURBS = Non Uniform Rational B-Splines, aka Bezier Patches, Bicubic
> Patches, etc. It's all the same stuff.
Depends on what you mean by "same stuff"...they are *not* identical as
far as I know, but they are all spline based objects. "Bezier patch" and
"bicubic patch" seem to be used interchangeably, though. And MegaPOV
supports a "rational bezier patch" object.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Another question. What exactly is meant by the term 'patch'?
Thanks
Nekar
Chris Huff <chr### [at] maccom> wrote in message
news:chrishuff-D120DF.11515920012001@news.povray.org...
> In article <3A692D00.35295741@hotmail.com>, Ben Chambers
> <bdc### [at] hotmailcom> wrote:
>
> > NURBS = Non Uniform Rational B-Splines, aka Bezier Patches, Bicubic
> > Patches, etc. It's all the same stuff.
>
> Depends on what you mean by "same stuff"...they are *not* identical as
> far as I know, but they are all spline based objects. "Bezier patch" and
> "bicubic patch" seem to be used interchangeably, though. And MegaPOV
> supports a "rational bezier patch" object.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
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J-Print News wrote:
>
> I'd like to find out more in depth info about the equations for Iso
> surfaces, NURBS and beziers.
> For instance, how copuld I use them in BASIC?
Slowly?
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"J-Print News" <vir### [at] iconcoza> wrote in message
news:3a6bd499@news.povray.org...
> Another question. What exactly is meant by the term 'patch'?
Patches are like 2D areas which can be curved in a 3D way. Like parts of a
patchwork quilt.
Triangles and polygons could be said to be patches also I suppose, except you
can't bend a triangle physically and the usual polygon is flat too (although
points could leave the 2D plane).
Hopefully I'm not misinforming too much.
Bob H.
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J-Print News wrote in message <3a6bd499@news.povray.org>...
>Another question. What exactly is meant by the term 'patch'?
A patch object is a finite object without a well-defined interior.
--
Mark
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