Chapter 13: Curves in 3D Ian Parberry University of North Texas Fletcher Dunn Valve Software 3D Math Primer for Graphics & Game Development.

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Presentation transcript:

Chapter 13: Curves in 3D Ian Parberry University of North Texas Fletcher Dunn Valve Software 3D Math Primer for Graphics & Game Development

What You’ll See in This Chapter This chapter is about how to represent curves mathematically in 3D. It is divided into nine sections. Section 13.1 is about parametric polynomial curves. Section 13.2 talks about polynomial interpolation. Section 13.3 introduces Hermite curves. Section 13.4 looks at Bézier curves. Section 13.5 is about subdivision. Section 13.6 introduces splines. Section 13.7 examines Hermite and Bézier splines. Section 13.8 discusses continuity. Section 13.9 is about automatic tangent control. Chapter 13 Notes3D Math Primer for Graphics & Game Dev2

Word Cloud Chapter 13 Notes3D Math Primer for Graphics & Game Dev3

Section 13.1: Parametric Polynomial Curves Chapter 13 Notes3D Math Primer for Graphics & Game Dev4

Section 13.2: Polynomial Interpolation Chapter 13 Notes3D Math Primer for Graphics & Game Dev5

Section 13.3: Hermite Curves Chapter 13 Notes3D Math Primer for Graphics & Game Dev6

Section 13.4: Bézier Curves Chapter 13 Notes3D Math Primer for Graphics & Game Dev7

Section 13.5: Subdivision Chapter 13 Notes3D Math Primer for Graphics & Game Dev8

Section 13.6: Splines Chapter 13 Notes3D Math Primer for Graphics & Game Dev9

Section 13.7: Hermite and Bézier Splines Chapter 13 Notes3D Math Primer for Graphics & Game Dev10

Section 13.8: Continuity Chapter 13 Notes3D Math Primer for Graphics & Game Dev11

Section 13.9: Automatic Tangent Control Chapter 13 Notes3D Math Primer for Graphics & Game Dev12

That concludes Chapter 13. And it also concludes the 3D Math Primer Chapter 13 Notes3D Math Primer for Graphics & Game Dev13