Recursive subdivision is not the best way to flatten quadratic Béziers to polylines. Here's a better way: https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html … . Hopefully catnip for my followers who are really into 2D graphics and math.
I managed to get my hands on the chapter. It's interesting reading, but not an especially tight bound. Generally recursive subdivision is 1.5x the number of segments as optimal.
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Section 10.6 of Sederberg’s “CAGD” course notes (“Error Bounds”) is a little clearer about calculating the number of line segments and not just the subdivision level. It would be be neat to see the line segment count plot between the methods.
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Sure, press "s" or "w" to see the Sederberg or Wang solution. Competitive when curvature is near constant, less so when it varies a lot. Thanks again for the references!
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