Buzz’s Blog: On Web 3.0 and the Semantic Web

Apr 22 2011   9:53PM GMT

Perfect curves: Bezier, part 5

Roger King Roger King Profile: Roger King

NOTE: I have been having a lot of trouble inserting images into this ITKE blog.  To properly view this blog entry – with images – please click here and read it on the blog I keep for my animation students. Curves in graphics and animation.

Curves in graphics and animation.

In the previous 4 postings, (1234), we looked a the simple, powerful mathematical techniques that underly the specification of curved lines in 3D graphics.  Today we look at one use of curved lines in the specification of 3D models.

Here are two curves.

One is simply a copy of the other.

They were both created with Autodesk, the arguably most popular and powerful 3D animation application in wide use.

(As we saw in previous postings, NURBS curves are very similar to Bezier curves, and because they are somewhat more precise, they tend to be used in more powerful graphics and animation applications.)


Now, with one click on a menu item labelled Loft, we get the following:

Now, we can put a surface on this wireframe and get a boat hull:

A boat hull reshaped.

Now, we can go back to those curves and reshape them in order to refine the shape of the hull – and all we have to do is work with the curves in order to craft what might be the front of the boat hull.

This can be done in a few seconds!

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