Lecture 7: Intro to Geometry, Splines, and Bezier Curves (118)

austinapatel

In real graphics systems, is it more common to generate the formulas for Bézier curves or to do this approach with linear interpolation? I wondering what the computational tradeoffs are between the two approaches. Does the answer change based on whether the mesh is changing (in which case this has to be done in real time for a video game for example) or if the mesh is static (you would only have to do this process once)?

Staffjamesfobrien

It depends on what you’re doing. For example, if you want to evaluate a grid of uv locations to make a quad mesh, then this linear interpolation can be fast. If you want to see if a ray his the surface then subdivision is useful.

In real graphics systems, is it more common to generate the formulas for Bézier curves or to do this approach with linear interpolation? I wondering what the computational tradeoffs are between the two approaches. Does the answer change based on whether the mesh is changing (in which case this has to be done in real time for a video game for example) or if the mesh is static (you would only have to do this process once)?

It depends on what you’re doing. For example, if you want to evaluate a grid of uv locations to make a quad mesh, then this linear interpolation can be fast. If you want to see if a ray his the surface then subdivision is useful.