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Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following citation is clearly indicated:   “Reproduced with the permission of the publisher from Computer Graphics: Principles and Practice, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley. Copyright 2014 by Pearson Education, Inc.” Reproduction for any use other than as stated above requires the written permission of Pearson Education, Inc. Reproduction of any figure that bears a copyright notice other than that of Pearson Education, Inc., requires the permission of that copyright holder.

Figure 22. 1 Animating a car’s motion Figure 22.1 Animating a car’s motion. Given the initial and final points and velocity, we want to find a path like the magenta curve. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.2 The four Hermite polynomials. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.3 A Bézier curve starts at P1, heading toward P2, and ends at P4, coming from the direction of P3. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.4 A sequence of points and vectors; we want a curve that passes through the points with the given vectors as velocities. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.5 A collection of segments forming a curve that solve the problem. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.6 If we place a fictitious control point P−1 symmetric to P1 about P0, then we can define v0 = ⅓(P1 − P−1). Notice that the tangent at P1 is parallel to the line from P0 to P2. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.7 The four Catmull-Rom basis functions, plotted on a single coordinate system, and then shifted and assembled to form the function bCR defined on the interval [−2, 2]. Because bCR is continuous and is C1 smooth, so is the Catmull-Rom spline. Because bCR(0) = 1, while bCR(i) = 0 for all other integers i, the Catmull-Rom spline is interpolating. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.8 The Catmull-Rom spline for three control points lies almost entirely outside the yellow triangular convex hull of the three points. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.9 A generalized Catmull-Rom spline. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.10 A polygon (black) subdivided three times (colors) to approach a smooth limit curve. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.11 The large-scale shape of a face is drawn at the top as a black rectangle; after two levels of subdivision (shown as a red oval at the bottom), three control points (in black) are moved to the right to make a nose, and further subdivision generates a smooth curve (blue). From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 22.12 The control polygon at the top, when subdivided, approaches the graph of b3 (in red), the cubic B-spline function. The subdivision levels are drawn vertically offset for clarity. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.