Don't most videogame-y programs use the smoothstep function? I saw this excellent video on it that completely de-mystified its math (it's basically an interpolation of x^2 and its flipped version).

Don't most videogame-y programs use the smoothstep function? I saw this excellent video on it that completely de-mystified its math (it's basically an interpolation of x^2 and its flipped version).

Smoothstep is used quite a bit both in rendering and in animations. I think the sigmoid function is useful when you don't want your function to ever reach the very bottom or very top. It's...

Smoothstep is used quite a bit both in rendering and in animations. I think the sigmoid function is useful when you don't want your function to ever reach the very bottom or very top. It's asymptotic to those bounds rather than reaching them. It also gives you a simple way to change the midpoint and slope of the "nearly linear" part. They both have their place.

You might also be interested in this other topic that I posted as well:

Don't most videogame-y programs use the smoothstep function? I saw this excellent video on it that completely de-mystified its math (it's basically an interpolation of x^2 and its flipped version).

Smoothstep is used quite a bit both in rendering and in animations. I think the sigmoid function is useful when you don't want your function to ever reach the very bottom or very top. It's asymptotic to those bounds rather than reaching them. It also gives you a simple way to change the midpoint and slope of the "nearly linear" part. They both have their place.