algorithmic modeling for Rhino
Hello everyone,
I need to interpolate two vectors, such that the length of the intermediate vectors not a linear progression, something like this:
Someone knows or is able to figure out the math behind it?
I have not even been able to find references in google, I have seen something like spherical interpolation but not exactly what I'm looking for, so if anyone knows the academic term would also be useful to me.
Thanks in advance.
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Hi Dani, a wild guess: can't you treat them as lines and do a OneRailSweep with the arc as rail, and then get some isocurves in {v} direction (which are lines) of the resulting sweep?
Greetings!
@pieter, adding a graph mapper at this (say division fo the arch), many options could come up too.
To what avail Alex? I'm not seeing it - or did I misunderstand your suggestion?
i was thinking, maybe through graph mapper to have not only arch describing vectors, but distorted curves, extending the ones of the arch curve, to sine wave etc. cant test atm, i have rhino animating 7000 slider frames. :-@
bad description, i need to make a screenshot.
Thanks Pieter, but I need the mathematics because I'm designing from code. Thank you anyway ;)
Hi Ethan, this is close, but does not serve me a circular interpolation. Attached practical problem. What I want to do is to mesh the polygons of a dual mesh, but instead of having the vertices on polygons, I want to raise them a bit so that the resulting mesh has coherent curvature instead of being flat.
This is what I want to avoid:
This is what I get:
This is what I want to get (more o less):
What I want to have is something like the interpolation of Catmull-Clark subdivsion, but from another perspective, mm i think, I'm not sure xD. But you get my problem?
I'm not really sure what you're trying to accomplish. The first image looks like a simple interpolation (A*t + B*(1-t)) . This second set of images looks like you're trying to spherify the mesh.
Yeah, ok, to better explain what I want to achieve, here is made with kangaroo, polylines corners are anchor points and the other vertices are moved in their normal. The result is a curvature consistent with the shape.Look, I have this design (still without smoothing/subdivision), and want to avoid straight lines (like blue) because they break the organic form that I seek. Each cell is born of the dual mesh, and if I can interpolate their points so that it is not linear, I will not have straight lines like the blue polyline.
You should be able to do something similar by interpolating the vectors like you said. Here I would move the dual edge points by a factor of the normal of the two original faces crossed by the edge. Maybe also using the polygon normals to a lesser degree. You should build an equation similar to Catmull-Clark and test the ratios.
Daniel, I have no immediate answer for you but it seems like you need to interpolate between more than two vectors at a time and the assumption is your mesh is convex everywhere(?).
Hi Daniel,
This is in no way relevant to your project but I labeled my definition "circular interpolation", where in actuality, the interpolated vectors travel along an ellipse. I'm sure we're all glad that matter is settled.
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