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(1 edit)

What type of splines are these?  I see that the GLSL code implements cubic bezier splines, but the control points work like a catmull-rom spline.  It's using a conversion formula?

(I am interested to use this tool to model splines to use as realtime SDFs in a game)

SDF Modeler uses cardinal splines and B-splines. Every spline segment is converted into a cubic Bézier curve, and that’s what the SDF evaluation operates on. Catmull-Rom is just a special case of a cardinal spline.

That said, I don’t think my current approach is really feasible for real-time rendering. In general, computing accurate SDFs for Bézier curves fast enough is quite challenging, since you need to solve a quintic equation efficiently and with sufficient numerical accuracy.

Cheers,
Sascha