Finding the Derivative of NURBS Curves

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In Conclusion

This chapter has set the stage for most of the curve concepts you'll see throughout the rest of this book. Bezier curves have their limitations, but they are a little bit easier to deal with than the more general B-splines. Before you move on to the next chapter, make sure you understand this chapter as much as possible. Here is a list of some of the things you should remember.

  • Parametric equations are more flexible than the forms seen in earlier chapters, in part because they allow you to define a shape with control points rather than an abstract mathematical equation. They are the first example of parametric curve equations found in this and later chapters.

  • Slopes of parametric curves can be computed by first finding the derivatives with respect to t.

  • Bezier curves are defined in parametric terms as functions of a set of control points and basis functions.

  • The endpoints of a Bezier curve are defined by the endpoints of the control polygon. All other points on the curve are affected by all of the control points.

  • Bezier curves are limited in that the number of control points determines the degree of the curve and they do not give you any local control.

  • Joined Bezier curves are continuous if the endpoints match. They are C1 continuous if the last and first line segments of the control polygons are collinear.

  • You can find the derivative of any point on a Bezier curve as a function of the derivatives of the basis functions.

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Focus on Curves and Surfaces
Focus On Curves and Surfaces (Focus on Game Development)
ISBN: 159200007X
EAN: 2147483647
Year: 2003
Pages: 104
Authors: Kelly Dempski

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