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🗒️ 스플라인 (5)

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  1. 2022.05.01 [Computer Animation] B-Spline

    B-Spline B-Splines Is it possible to achieve both C2-continuity and local controllability? B-splines can do! Uniform cubic B-spline basis functions Uniform B-spline basis functions Bell-shaped basis function for each control points Overlapping basis functions Control points correspond to knot points Uniform B-splines We have (n+1)+2 unknowns. B-spline Properties Variation Diminishing $C^{..

  2. 2022.05.01 [Computer Animation] Natural Cubic Spline

    Natural Cubic Spline Natural Cubic Splines Cn1-continuity can be achieved from splines of degree n. Cubic Splines can have C2-continuity. We have 4n unknowns. n cubic segments (4 coefficients for each segment) We have 4n unknowns n cubic segments (4 coefficients for each segment) We have (4n2) equations 2n equations for end point interpolation (n1) equations for tang..

  3. 2022.05.01 [Computer Animation] Catmull-Rom Spline

    Catmull-Rom Spline Without tangent vectors? Cubic Splines τ(타우) 값에 따른 그래프의 변화 Catmull-Rom Spline Properties Variation Diminishing the curve in 2D space does not oscillate about any straight line more often than the control point polygon. C1-continuity Local Controllability Question Find a catmull-rom cubic spline interpolating the four key points with τ=0.5 $p(t) = L_{0}(t)p_{0} + L_..

  4. 2022.05.01 [Computer Animation] Bezier Curve & Bezier Spline

    Bezier Curve & Bezier Spline Basic Functions A linear space of cubic polynomials Monomial basis (t3,t2,t1,t0 x(t)=a3t3+a2t2+a1t+a0 The coefficients ai do not give tangible(유형의) geometric meaning. Bezier Control Points Control Points b0,b1,b2,b3 Demo http://blogs.sitepointstatic.com/examples/tech/canvas-curves/bezier-curve.html Ca..

  5. 2022.05.01 [Computer Animation] Keyframing and Splines

    Keyframing and Splines What is Motion? Motion is a time-varying transformation from body local system to world coordinate system. (in a very narrow sense) Transformation Rigid Transformation(강체 변환) Rotate + Translate 3x3 orthogonal matrix + 3-vector T:xRx+b Affine Transformation(어파인 변환) Scale + Shear + Rigid Transformation 3x3 matrix + 3-vector T:xAx+b Homogeneous Transformation..

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