[Algorithms] =?iso-8859-1?Q?RE:_=5BAlgorithms=5D_B-Spline_vs_B=E9zier?=
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From: Philippe B. <Philippe.Beaudoin@Matrox.COM> - 2001-08-08 14:18:27
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What do you mean by "almost all of these spline"? I can certainly see how= to convert an order N B-Spline with knots {0,...,0,1,...,1} into an order N B=E9zier but I can't see how to do it in the general case. (Maybe I've no= t reached this chapter in the book yet ;)) As for converting subdivision into B=E9zier, I guess you're talking about "approximating" the subdivision limit surface. If not, I'd really want to know how to do this. Philippe > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of Tom > Forsyth > Sent: 8-Aug-2001 09:21 > To: gda...@li... > Subject: [Algorithms] RE: [Algorithms] B-Spline vs B=E9zier > > > Remember that almsot all of these spline primitives can be converted > (offline) into rational Bezier curves, so model in whatever primitive y= ou > like, then process into Bezier curves for actual rendering. > > Trimming is still a problem for Bezier curves as well of course. > Subdivision > surfaces solve a lot of these problems, but the tools aren't really the= re > yet. A lot of them can also be converted into Bezier curves for renderi= ng > :-) > > Tom Forsyth - Muckyfoot bloke. > > What's he up to now (and can I have a go)? > http://www.eidosinteractive.com/downloads/search.html?gmid=3D86 |