POV-Ray : Newsgroups : povray.off-topic : Oh, dear.. SPLINES! : Re: Oh, dear.. SPLINES! Server Time
29 Sep 2024 17:18:04 EDT (-0400)
  Re: Oh, dear.. SPLINES!  
From: andrel
Date: 24 Feb 2009 15:52:26
Message: <49A45DE9.2090902@hotmail.com>
On 24-2-2009 17:11, Mike Raiford wrote:
> For once in my life it looks like I properly interpreted something in 
> Wikipedia and actually wrote the code to implement the psuedo-code on 
> their page.
> 
> Not only that, but based on what the psuedocode was saying, I properly 
> surmised how to interpolate the resulting spline functions for each 
> interval.
> 
> Well, of course a spline is easy. Right?
> 
> I just wish I knew a bit more of the underlying theory of how the 
> coefficients were calculated.
> 
> The article speaks of derivatives, so calculus must be involved. I'm 
> gathering that the formulae in the algorithm were probably found by 
> applying calculus to a 3rd order polynomial.
> 
> http://en.wikipedia.org/wiki/Cubic_spline
> 
> 

This is what my screen looks ATM. On the left my dedicated bezier volume 
editor and in blender a torso of a patient that is subdivided in 
deformed cubes. Don't ask.
I prefer Bezier because it gives easy control and it is easy to switch 
between control points and actual points on the curve. So when I need to 
subdivide a line (or volume) I compute the points where the new line 
must go through and convert that back to control points. This gives 
absolute smooth transitions between the parts. Around the heart and lung 
volumes there are discontinuities that I deliberately introduced, but 
you can not see the seams in e.g. the front of the lower body, the lower 
part is actually 5 by 4 by 2 blocks of rubber.


Post a reply to this message


Attachments:
Download 'knipsel.jpg' (263 KB)

Preview of image 'knipsel.jpg'
knipsel.jpg


 

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.