I also think Pythagorean Hodograph curves are overrated. Euler spirals, on the other hand, are extremely easy to work with in an arc length parametrization, it's just that you need to compute a "special function" to get back to parametrized land. Fortunately, that's easy enough to compute very accurately using standard numerical techniques.
[1]: https://github.com/Prunt3D/prunt_notebooks/blob/master/Pytha...
[2]: https://link.springer.com/article/10.1007/s00170-022-09463-y
A motion controller for 3D printers (notably with crackle-constrained trajectory planning), and no website since it is still in the early stages.
GPU-Friendly Stroke Expansion - 177 points - 11 days ago - 40 comments https://news.ycombinator.com/item?id=40856431
My main point is that I believe there are tons of excellent numerical techniques just waiting to be discovered. Lately I've been exploring a Chebyshev polynomial basis for the Whewell equation, and I think that'll bear fruit.
Interesting question.
Knuth's METAFONT can describe glyphs not simply as filled outlines, but ALSO as strokes of pens shaped by circles, ellipses, and EVEN convex polygons (e.g., a an acute triangular wedge perhaps).
And the description of a METAFONT glyph is all parameterized (it's really a program! -- hence the META) so there's not even an actual outline for a glyph but a tunable family of glyph variations.
METAFONT's model is humanistic as human ideographs and letter forms were (once) scratchings, engravings, and pen strokes. However the shape of movable type, as captured with Bezier splines by TrueType and Postscript outline glyphs, lack a first-class stroking capability.
So could you support the humanistic METAFONT-style approach efficiently in today's world of GPU rendering? Yes, if you could, as suggested above, efficiently convolve a pen's shape with a stroke trajectory.
Circles for pens are no problem; and ellipses are just squished transforms of circular stroking. But (convex) polygonal pens for stroking?
Polar stroking provides a starting framework for such a convolution approach for convex polygonal pens (say, a triangular wedge or other convex polygonal shape). Step in small changes in gradient direction change. Rather than assuming a conventional circular or nib pen shape, snap each tessellated rib to the closest polygonal pen vertex. The result is the polygonal convolution you seek.
So a question almost nobody is asking: What if we could revive METAFONT for the 21st century?
Imagine a Jurassic Park scenario applied -- not to dinosaurs -- but rather to Knuth's Computer Modern.
https://en.m.wikipedia.org/wiki/Computer_Modern
"Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should."
On a somewhat related note: There are of course exceptions to this, such as Pythagorean-Hodograph curves, which do have closed form solutions and would be suitable for a huge number of use-cases. Sadly there's not too many mathematicians working in computer graphics so we just end up with numerical solutions to everything.