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Fractal Math, Chaos Theory & Research => Mathematics => Topic started by: cKleinhuis on July 02, 2015, 05:49:05 PM




Title: analytical hilbert curve for camera path
Post by: cKleinhuis on July 02, 2015, 05:49:05 PM
hi all,

what do you think of the following, and furthermore can you point me to an analytical version of the hilbert curve that returns for an input 0..1 a point on the curve depending on the given iteration of the hilbert curve? (i know it has been discussed here but i cant find it :( )

my idea for its use is:

many shaders provide a rectangular divided space, some shaders place columns in a temple or something, so, how would be the easiest way to guarantee that a path is interesting and NOT crossing the objects? -> the hilbert curve, which surely has to get rounded corners ;)

so, has anyone tried this out?