Description: Many people are impressed by realistic camera animations in games or multimedia demos. The math behind what is commonly called camera interpolation is actually pretty simple. In this article, I will focus on a simple algorithm that uses a particular class of spline curves called Overhauser or Catmull-Rom splines, and I will show how and why they are superior to other existing more or less similar approaches.
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source\CPOL.html
......\overhauser.cpp
......\overhauser.hpp
......\Project1.bdsproj
......\Project1.bdsproj.local
......\Project1.cpp
......\Project1.res
......\Unit1.cpp
......\Unit1.dfm
......\Unit1.h
......\vec3.hpp
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