3 ms·
Combine this with what we learned from Pixar about smoothing surfaces and it appears that Pixar has adapted the Bezier curve to 3D. I'm always a little geeked-
by delinka 12y ago
Combine this with what we learned from Pixar about smoothing surfaces and it appears that Pixar has adapted the Bezier curve to 3D.
I'm always a little geeked-out by unification like this. :D
- deleted 12y ago[deleted]
- TheRealPomax 12y ago3d Beziers have been a thing for a long time already though! In modelling, NURBS surfaces are typically used (the non-uniform rational B-spline, where the rational B-spline part is a "rationalised" bezier, which is a whole section that I've not had the time to write yet...)
- gdubs 12y agoI think what the parent comment was saying is that the smoothing algorithm used in subdivision modeling is very similar to bezier. Actually, subdivision surfaces are very similar to B-splines [1], but are much more convenient to use than NURBS -- which require the modeler to maintain consistent rows of control points throughout the model. ILM's use of patch modeling in films like Jurassic Park are incredible examples of working around these constraints. (I believe they side-stepped the continuity issue with their proprietary "enveloping" software which allowed them to blend discontinuous B-spline patch surfaces together.) Love this post btw -- extremely impressive / educational. 1: http://graphics.pixar.com/library/Geri/paper.pdf http://graphics.pixar.com/library/Geri/paper.pdf
- TheRealPomax 12y agoThat's a nice paper. Filed!