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Thank you for the responses! This solution using quadratic bezier interpolation wound up working for me. def ArcPoints(node): points = node.GetAllPoints() if len(points) < 3: return # The first three points of the point object. a, b, c = points[:3] samples = 6 arcPoints = list() for i in range(samples): t = ...

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One very simple way to do it is to just find the straight line distance between the points A and C. Divide that distance by the number of points you want to subdivide+1. Then starting at A moving along the line formed between A and C add that distance for each subdivision. This gives a nice even subdivision without having to argue with PI. To get the point ...

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A texture that stores distance from the edge of the shape, like you described, is called a "distance field" (you'll find lots of results if you google that phrase). Distance fields can be calculated efficiently on the GPU using the jump flooding algorithm (JFA). This is a multi-pass algorithm that works by sampling pixels at a distance of first ½ ...

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