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? |