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K_A
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A Perfectly Normal Pony - <K_A> Once you go eenahp, you can't go beenahp.
The End wasn't The End - Found a new home after the great exodus of 2012

@Lard Of Dorkness  
You’re probably right, now that I think about it. I guess they took the Bezier curve and approximated it with Fourier transform, which would obviously explain all the sinusoids.
 
And that should be t in my earlier post, sorry.
K_A
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A Perfectly Normal Pony - <K_A> Once you go eenahp, you can't go beenahp.
The End wasn't The End - Found a new home after the great exodus of 2012

Granted, all vector graphics, including ponies, can be modeled as sets of parametric polynomial equations called Bezier curves. But I am really amazed with all how this was done with a bunch of sine and step functions.
 
http://www.wolframalpha.com/input/?i=pinkie+pie-like+curve
 
http://www.wolframalpha.com/input/?i=AangE280%90like+curve
 
I can say part of the magic is done using step functions to enable the separation of each part of the curve. (Wolfram uses theta to denote this, which confused me reading the equation at first.) Thus for some range of x, you could draw her eyes, then her body with another range, etc. without having to implement a piecewise.
 
And I love the new Game of Life loading screen.