
Extra Credit (cont.)
•4. Extend the interface to allow the input of polygons
with “curved” boundaries. Curve is approximated by lots of
closely spaced vertices that are still linearly connected. Not too tough, add vertices
along mouse path while mouse button is down.
•
•5. Combine #3 and #4 to allow different curved
boundaries for each keyframe. Calculate approximate locations for
vertices when the number changes. For example, going from a curve with 10 vertices
to one with 4, calculate points along the 4-vertex curve at 1/10 intervals. Or come
up with a better
scheme.
6. Replace linear
interpolation with splined interpolation to create smoother
transitions between keyframes. Refer to section 21.1.3 in
text for more info. Consider cubic B-splines (section 11.2.3).