pouët.net

Interpolation Tricks

category: general [glöplog]
 
Wrote a short tutorial on different ways of getting from point A to point B.

http://iki.fi/sol/interpolation/
added on the 2009-02-01 21:38:52 by sol_hsa sol_hsa
A useful resource, thanks for writing this.
added on the 2009-02-01 21:49:04 by Deltafire Deltafire
Yes, thanks a lot. looks very helpful to me, especially the graphs with the different kinds of curves and the formulas.
Wow great ! At last something useful and simple to understand. Thanks a lot.
added on the 2009-02-01 22:18:59 by flure flure
cool, nice stuff
added on the 2009-02-01 23:09:09 by auld auld
splendid!
Neat article :)
added on the 2009-02-02 01:18:17 by kusma kusma
I think the "spline" chapter either needs to be redone or scrapped. Perhaps you can keep the graph and say "if you need more control" and link to some more informative page on the topic.

Otherwise its excellent. I am quite sure i am gonna use this to explain why lerps aren't "neat" to "ordinary people".
added on the 2009-02-02 01:24:31 by Hatikvah Hatikvah
Funny. I'm working on some line interpolation techniques. Integrating lines and points and shit to get some smooth curves. Reinventing the wheel. It's just a low pass filter.
added on the 2009-02-02 01:47:36 by xernobyl xernobyl
Good stuff sol, it's much appreciated :)
added on the 2009-02-02 02:31:31 by psonice psonice
Also on the subject of interpolation, with the idea of asm implementation (from a time when muls were slow):

http://abrobecker.free.fr/text/quad.htm
added on the 2009-02-02 15:24:24 by baah baah
float pos = 0.75f + 0.25f*powf(sinf(t*3.141592f*0.5f), 0.3f);
added on the 2009-02-02 15:29:17 by Preacher Preacher
(really nice tutorial, it's pretty basic stuff but essentially contains all you need to know about making movement look good)
added on the 2009-02-02 15:29:48 by Preacher Preacher
Thanks a lot, baah!
added on the 2009-02-02 15:40:21 by maw maw
good idea to do a write up on this, as these are needed in so many different areas... You may want to mention, for people doing x86 stuff, that this is a rare case where SSE can help you out: if you're going to be interpolating masses of values, it can be a good idea to do four at a time... (not always practical, though and as always, as you may need to go out of your way with memory layouts...) Agree that the spline part can do with some more work (but then, it's a can of worms, isn't it?) (can of worms, now that gives me an idea) (oh, no!)
added on the 2009-02-02 16:47:23 by nulstein nulstein
Nice tutorial thanks! It will be helpfull since I was only using linear till today.
added on the 2009-02-02 16:57:38 by Optimus Optimus
Links added as further reading.
added on the 2009-02-02 21:16:32 by sol_hsa sol_hsa
And for completeness: submissive's article.
added on the 2009-02-03 08:34:02 by hfr hfr

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