I was recently looking at the formula for bezier curves: Quadratic Bezier curve: A * (1-T)^2 + B * 2 * (1-T) * T + C * T ^2 Cubic Bezier curve: A*(1-T)^3+3*B*(1-T)^2*T+3*C*(1-T)*T^2+D*T^3 (more info available at Bezier Curves Part … Continue reading

# Category Archives: Graphics

I can’t remember for sure but I think I read about this first in A New Kind Of Science by Stephen Wolfram (yes, the same guy who made Wolfram Alpha!). Counting in binary is actually a fractal, check out these … Continue reading

Wang tiling is a really cool concept… it’s a good way to use 2d tiled graphics in such a way that can look very organic, without discernable patterns. The basic idea of how they work is that each tile has … Continue reading

Follow me on this train of thought ðŸ˜› 1) There’s this thing called super sampling where you render an image at a larger resolution, so that you can properly downsample it to the right size (the size of your screen … Continue reading

A friend recently turned me onto a really cool paper (thanks James!) that Valve wrote that allows you to encode monochromatic (black & white) textures in a way that they can be incredibly low resolution, but when you scale them … Continue reading

There are a number of ways to implement the effect of fog with modern real time rendered graphics. This blog post will explain how to render fog that has varying density, based on a function of X,Y,Z location in space, … Continue reading

This is a follow up post to Bezier Curves. My plan was to write a post about b-splines and nurbs next, but after looking into them deeper, I found out they aren’t going to work for my needs so I’m … Continue reading

Bezier curves are pretty cool. They were invented in the 1950s by Pierre Bezier while he was working at the car company Renault. He created them as a succinct way of describing curves mathematically that could be shared easily with … Continue reading

The other day i stumbled on an interesting concept called a “Soft Maximum”. If you think of the normal maximum, you might have something like this: if valueA and valueB come from functions, there’s usually going to be a sharp … Continue reading

If you were converting an RGB pixel to grayscale, you might be like me and be tempted to just add the red, green and blue components together and divide by 3 to get the grayscale equivalent of the color. That’s … Continue reading