You store control points in the texture, and linear texture sampling calculates curve points. Extends to higher orders/piecewise.
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It would be neat to see how it extends to surfaces too... includes in browser working webgl demo and also C++/GL source code.
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Surfaces and (hyper) volumes have been explored. They work and the results are posted there on the page. I think the next step would be to try going off the diagonal for sample points, or modifying the time t non linearly. See what those things mean (eg weighted control points?)
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Sampling off the diagonal is explored (and is on the page as "Taking a stroll between the pixels"). I think the next thing could be seeing what off the diagonal means for surfaces and volumes, and what limitations/abilities are there. Like a limited biquadratic surface in a 2x2?
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Could something like this be used to accelerate bezier tessellation on the GPU rather than the CPU?
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Maybe! Reading a texture to generate verts could be done. Not sure about efficiency. Interesting idea, worth looking into :P
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You should check out Anti-Grain Geometry at http://antigrain.com . Not a bot, just interested. The author himself is dead. :(
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will do. That is sad ):
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Scaleform doesn't have the best track record when it comes to challenging the bus factor.
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About 8 years ago, everyone was trying to integrate scale form into their game, and now they are all trying to remove it LOL.
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UMM, this is way cool! Doesn't this essentially mean that I can store vector graphics in tiny bitmaps..?
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Thanks! "yes" but i couldn't find very good ways to make that happen. I'll bet with some creativity, or a proper usage case (where the limitations aren't a problem) it could work ok for vector graphics.
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I'm gonna do some experiments with this see, I'll let you know if I find something neat:D
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Awesome! If there's anything I can do to help, or any questions I might be able to answer or anything, hit me up (:
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i feel it necessary to mention that bandwidth is way more limited than compute atm, and that lookup textures are should only be
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used when (spatially related) lookups hardly ever miss cache
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that said, hardware interpolation of four samples is fast. and d'oh, i never considered this.
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I'll take limited usefulness any day of the week over totally useless!! (:
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i'm already thinking of ways to use this; i think one evident case is when you want close to per-pixel curves.
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if you ever make something cool that this helps with, i will be super stoked :P
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