Bezier curves and equally distributed parametric points (easy ?)

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SUMMARY

This discussion focuses on the application of Bézier curves for controlling the motion of a robot, specifically addressing the challenge of achieving equally distributed parametric points along curves of higher degrees. The user, Nick, seeks to convert the time parameter 't' into a speed parameter 's' to maintain consistent velocity across the path. The issue arises with higher-degree Bézier curves, where points become unevenly distributed, leading to variable speeds. The conversation suggests exploring arc length calculations as a potential solution to this problem.

PREREQUISITES
  • Bézier curve mathematics
  • Parametric equations
  • Arc length calculation
  • Basic programming for robot motion control
NEXT STEPS
  • Research methods for calculating arc length of Bézier curves
  • Explore inverse functions for parameter mapping in motion control
  • Study techniques for maintaining constant speed along parametric curves
  • Investigate existing algorithms for motion along curves in robotics
USEFUL FOR

Amateur roboticists, game developers, and anyone interested in implementing smooth motion paths using Bézier curves in their projects.

Nikarasu M
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Hello,

I am an amateur developing the math to describe the motion of a robot of sorts.

At this stage I'd like to use http://en.wikipedia.org/wiki/Bézier_curve" as user input to describe the motion path/s that it will make over time... (imagine it sitting flat on the cartesian 'floor')

I'd first convert the free parameter 't' (time) into another parameter say 's' (speed) via a function of t so the user can have control over the velocity/accel of the robot throughout its traversing of the Bezier curve.. ('t' would tick away as usual and the 's' would actually be the free parameter).

This will work nicely with linear Bezier paths as if you use equal increments of 't' then the parametric points on the linear path are also equally distributed - this means my new 's' should translate perfectly onto the path also.

Problem comes when I want to use Bezier curves of higher than degree two...

The points as you traverse along the path become distributed unequally, with more 'resolution' or bunching around the apex (in the case of a parabola/degree two quadratic Bezier), which will translate into slower motion around this area. :zzz:

I'd like to know how to compensate for this exactly, some sort of inverse function that needs to be applied to 't' ?? ... similar to what I wanted to do with it to convert it into 's', but before doing so in that there would now actually be a function upon a function ...

I imagine maybe if I gave it a crack something to do with the http://en.wikipedia.org/wiki/Arc_length" might help, but am guessing/hoping that this problem has already been solved or another way of thinking about it might help ...

any ideas ?

Hope I am making sense ! (?)

Nick
 
Last edited by a moderator:
Mathematics news on Phys.org
woah,

nice - looks good~!

thanks
 

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