[PATCH 4/4] d2d1: Implement cubic bezier-line intersection.

Connor McAdams conmanx360 at gmail.com
Thu Apr 2 11:42:03 CDT 2020


I will see if I can get an Alberth method function written without too
much difficulty and test it out, maybe run some speed tests between
the two.

Also, I guess I should switch over to doubles then as well. I'll see
if that makes any differences.

On Wed, Apr 1, 2020 at 1:14 PM Paul Gofman <gofmanp at gmail.com> wrote:
>
> On 4/1/20 20:03, Giovanni Mascellani wrote:
> > Il 01/04/20 18:46, Paul Gofman ha scritto:
> >> Given the complex roots are not needed here and the polynomial is always
> >> cubic, is this generic method really beneficial? It would probably be
> >> simpler and quicker to find one root x1 with simple bisection, then
> >> divide the polynomial into (x - x1) and deal with remaining quadratic
> >> equation.
> > This kind of division is typically numerically unstable. It might be
> > that for cubic polynomials the problem is not very apparent,
>
> Yes, factoring out the roots from a high degree polynomial can
> accumulate the error, but how's that a problem for just one root?
>
> Also, I think just using double precision in analytical solution will
> avoid any practical stability problems in this case.
>
>



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