SLIDE 8 8
Cubic Interpolation
- Uniform Nonrational B-Splines
– uniform - knots are equally spaced – nonrational - does not use homogeneous coordinates (more on this later) – B - basis -- curves are weighted sums of a basis function
Cubic Interpolation
– expressed using homogeneous coordinates
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) ( ) ( ) ( ) ( ) ( t W t Z t Y t X t Q = ) ( ) ( ) ( , ) ( ) ( ) ( , ) ( ) ( ) ( t W t Z t z t W t Y t y t W t X t x = = =
Cubic Interpolation
- Rational splines -- why bother?
– Invariant under rotation, scaling, translation, and perspective transforms – Can define precisely any of the conic sections. (spheres, ellipsoids, parabolids, etc)
Cubic Interpolation
– Non-uniform Rational B-Splines – Non-uniform - knots need not be equally spaced. – Most useful and used method for representing surface curves in CG. – Probably overkill for cubic interpolation
Cubic Interpolation
– We now have our tangential continuity – More complex than linear but not too complex
– Spline control does not correspond to time. – May require an interactive “curve editor” tool.
Cubic Splines
u=1/3 u=2/3 u=0.0 u=1.0 u does not correspond to t.