The post contains a brief description of computing Bernstein polygonal basis using C# I have implemented. Recursive, Horner like scheme and fast DeCasteljau algorithm of Bernstein polynomial evaluation has been published.
The post show how to retrieve programatically the user selected curve’s point coordinates. A very simple NX GUI has been provided. An short introductory video that shows the result of NX customization code has been published. Source code has been included.
I’ve developed small and quite nice app that visualizes B-Spline support functions. You can move knots so that the B-Spline adjusts automatically and see how it behaves on non uniform knots, and turn on and off important features like Bezier polygon, de Boor points. The application has been written in Direct2D which was discussed later. An numerically stable and correct algorithms have been implemented to evaluate B-Spline function and discussed
I’m going to present a method to implement Bezier Curve in HLSL Geometry shader Directx 10 with de Casteljau subdivision and evaluation algorithm and in pure Bernstein polynomial basis