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- Path: sparky!uunet!joebloe!joseph
- From: joseph@joebloe.maple-shade.nj.us (Joseph Nathan Hall)
- Newsgroups: comp.graphics
- Subject: Modeling 3d paths w/ splines
- Date: Wed, 27 Jan 93 13:47:32 EDT
- Organization: 5 Sigma Software
- Message-ID: <01050166.oognk8@joebloe.maple-shade.nj.us>
- Reply-To: joseph@joebloe.maple-shade.nj.us
- X-Mailer: uAccess - Macintosh Release: 1.5v5
- Lines: 32
-
-
- (repost -- looks like my first try went into the bit bucket)
-
- I'm looking for a reference on modeling with natural splines in
- 3 dimensions. I saw a reasonably new book recently that was
- nothing but modeling techniques for curves and surfaces in 2
- and 3 dimensions--splines, Bezier curves, NURBS, etc. Unfortunately
- I don't remember what it was called. :-(
-
- My immediate problem:
-
- I'm modeling paths in 3 dimensions and need some help. Alas.
- An interpolating function is required, so Bezier curves, etc.,
- are out. Could someone summarize the procedure for finding and
- using a parametric, natural 3-d spline? How do the computations
- differ from those used to find an interpolating function for
- a table of values? I understand that there is also a similar
- interpolating method that offers local control.
-
- (Of course, source code will always be welcome.)
-
- I'd like to model conic paths as well. Are there reasonably
- simple interpolating functions that do a better job of modeling
- circles, ellipses, etc., than polynomial splines? I.e., if
- I just pick a fairly small number of points on a circular path,
- the interpolated path will be a pretty good approximation.
-
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