Skip to main content Accessibility help
×
Hostname: page-component-7479d7b7d-t6hkb Total loading time: 0 Render date: 2024-07-10T11:23:02.401Z Has data issue: false hasContentIssue false

VIII - B-Splines

Published online by Cambridge University Press:  05 June 2012

Samuel R. Buss
Affiliation:
University of California, San Diego
Get access

Summary

This chapter covers uniform and nonuniform B-splines, including rational B-splines (NURBS). B-splines are widely used in computer-aided design and manufacturing and are supported by OpenGL. B-splines are a powerful tool for generating curves with many control points and provide many advantages over Bézier curves – especially because a long, complicated curve can be specified as a single B-spline. Furthermore, a curve designer has much flexibility in adjusting the curvature of a B-spline curve, and B-splines can be designed with sharp bends and even “corners.” In addition, it is possible to translate piecewise Bézier curves into B-splines and vice versa. B-splines do not usually interpolate their control points, but it is possible to define interpolating B-splines. Our presentation of B-splines is based on the Cox–de Boor definition of blending functions, but the blossoming approach to B-splines is also presented.

The reader is warned that this chapter is a mix of introductory topics and more advanced, specialized topics. You should read at least the first parts of Chapter VII before this chapter. Sections VIII.1–VIII.4 give a basic introduction to B-splines. The next four sections cover the de Boor algorithm, blossoming, smoothness properties, and knot insertion; these sections are fairly mathematical and should be read in order. If you wish, you may skip these mathematical sections at first, for the remainder of the chapter can be read largely independently. Section VIII.9 discusses how to convert a piecewise Bézier curves into a B-spline. The very short Section VIII.10 discusses degree elevation.

Type
Chapter
Information
3D Computer Graphics
A Mathematical Introduction with OpenGL
, pp. 200 - 232
Publisher: Cambridge University Press
Print publication year: 2003

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

  • B-Splines
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.009
Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

  • B-Splines
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.009
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • B-Splines
  • Samuel R. Buss, University of California, San Diego
  • Book: 3D Computer Graphics
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511804991.009
Available formats
×