A Primer on Bézier Curves – B-Splines
pomax.github.io
pomax.github.io
Bezier curves are immensely useful in graphics, animation and pretty much everywhere you need interpolation. But to get the most out of them, you need to know the tricks to manipulate them, e.g. subdivision and calculation of derivatives.
Nice to see a really thorough resource on one of my favorite methods.
The actual Bezier stuff starts 15-16 mins in.
I have no idea if these facts are useful, but I've always found them interesting.
[1]: https://en.wikipedia.org/wiki/Irwin%E2%80%93Hall_distributio...
That said, it seems like the entire mathematics and scientific community disagrees with me :)
One note about it being an approximate explanation: it's not, B-Spline maths can analysed (like Bezier maths) either using calculus, using geometry, or using algorithm operations, all three being different ways to work out exactly the same thing. The explanation in this primer only covers the algorithmic approach of computing the B-spline function as iterative interpolation, but is functionally equivalent to a more "mathy" approach involving lots of calculus. Doing so does not give you the information you'd get from symbolic maths to aid in things like finding normals, tangents, extremities and inflection points, etc. etc. but for the scope of the section, and given the article it's part of, that's intentional.
https://github.com/melling/ComputerGraphics/blob/master/bezi...
Are they still used frequently in 3D modeling?
Actually I can't recall Lightwave ever having NURBS, it was all polygon/subdivision surfaces.
Maya has NURBS, and there is NURBS oriented software like Rhino3d, Blender also has rudimentary NURBS support.
>Are they still used frequently in 3D modeling?
I believe it's still the standard for anything requiring precision: computer aided manufacturing/design (CAM, CAD).
Maya and other software have become heavily focused on Sub-Division surfaces.
The link was very specifically to https://pomax.github.io/bezierinfo/#bsplines, and the title specifically mentioned the fact that it was about B-Splines, not the base article (because the base article is nearly 70 print pages worth of content, and the point was to link straight to the spline section near the end instead of linking people to an article that's been on HN before several times, but never with this new content, because it didn't exist any of the previous times).
A lot of people had requested it, and it was worth calling out on its own, specifically. Instead, by marking it a dupe and rewriting the link, you completely wasted the effort of posting it because no one will have any idea the last section is even there. Certainly, some people will have never seen the entire site, but fragment identifiers in URLs are there for a reason. Don't strip them out unless you can show the content people get is the same whether they click on the link with or without the hash. Which for this URL was absolutely not the case.
So: can you please change this back, the link you rewrote it to is not useful for the purposes of why this was posted to HN, and the title you picked doesn't even make sense. This is a link to today's Primer, in 2016, not some historical tiny document from 2011, which the Primer was five years ago when I had only just started it.
For everybody's future reference, one way to reduce the odds of this happening is to post a first comment in the thread explaining what's new about the story and/or what's special about the anchored portion that's linked to. You don't have to do that, of course, but it can be helpful for readers too, not just moderators.
Also, from on HN user to another: Thank you for submitting high-quality links to the site. That’s what makes this site so awesome. Cheers!
I wouldn't call that a book, but rather an interactive article. I consider a book something I can save as a PDF, print out, and read without using a computer.