This chapter presents the foundation upon which much of computer animation is built—that of interpolating values. Changing values over time that somehow affect the visuals produced is, essentially, animation. Interpolation implies that the boundary values have been specified and all that remains is to fill in the intermediate details. But even filling in the values requires skill and knowledge. This chapter starts by presenting the basics of various types of interpolating and approximating curves followed by techniques to control the motion of a point along a curve. The interpolation of orientation is then considered. The chapter concludes with a section on working with paths.
The foundation of most ...