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The Continuity of Splines [video]

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Re: The Continuity of Splines [video]

#2
I’ve been following Freya’s work [0] for a while. She works in the game industry working with Unity, hosts a bunch of Discord channels, and live streams about game math and shaders. This video is relatively long, but it’s one year in the making. If you ever wanted to understand a bit more about Béziers vs B-Splines and G2 vs C2, this is great place to start.

PS. I would also highly recommend these sources which have been covered before on HN:

Curves and Surfaces by Bartosz Ciechanowski [1]

A Primer on Bézier Curves by Pomax [2]

[0] https://acegikmo.com/

[1] https://ciechanow.ski/curves-and-surfaces/

[2] https://pomax.github.io/bezierinfo/

Re: The Continuity of Splines [video]

#8
post #7

I think the secret to get the C2 splines that pass through the control points right is to not just increase the degree but also add two more points, i.e. not 4 but 6 segments.

See 'a class of c2 interpolating splines' - http://cemyuksel.com/research/interpolating_splines/

Re: The Continuity of Splines [video]

#10
post #7

I think the secret to get the C2 splines that pass through the control points right is to not just increase the degree but also add two more points, i.e. not 4 but 6 segments.

Just take C1 splines and integrate

    l(t) = t x0 + (1-t) x1
    m(t) = t^2 (x0 - x1) + t x1 + x2
and so on.
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