[Home]History of Bezier curve

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Revision 8 . . (edit) November 28, 2001 11:54 pm by AxelBoldt
Revision 7 . . November 28, 2001 8:43 am by Damian Yerrick [affine maps; G1 continuity; quadratic curves in TrueType]
Revision 6 . . November 24, 2001 1:53 pm by AxelBoldt [How to piece together several Bezier curves smoothly; ]
Revision 5 . . November 24, 2001 2:56 am by AxelBoldt [+ some FOLDOC information]
Revision 4 . . November 24, 2001 2:29 am by AxelBoldt [A bit more information]
Revision 3 . . November 24, 2001 2:28 am by AxelBoldt [A bit more information]
Revision 2 . . (edit) November 24, 2001 2:05 am by Zundark [Bezier -> Bézier]
Revision 1 . . November 24, 2001 1:10 am by Damian Yerrick [initial article, concentrating on the cubic case]
  

Difference (from prior major revision) (minor diff, author diff)

Changed: 1c1,3
Bézier curves are certain polynomials first described in 1972 by the French engineer [Pierre Bézier]? who used them to design automobile bodies. The most important Bézier curves, the cubic ones, are used in computer graphics and several imaging systems such as PostScript, Metafont? and GIMP for drawing "smooth" curves.
Bézier curves are certain polynomials first described in 1972 by the French engineer [Pierre Bézier]? who used them to design automobile bodies.
The most important Bézier curves, the cubic ones, are used in computer graphics and several imaging systems such as PostScript, Metafont? and GIMP for drawing "smooth" curves.
TrueType fonts use the simpler quadratic Bézier curves.

Changed: 20,21c22,23
* the points on a Bézier curve can be quickly computed using a recusive procedure which uses division by two as its fundamental operation and avoids floating point arithmetic altogether;
* moving, scaling and rotating a Bézier curve can be done simply by applying the respective operation to the control points and then drawing the Bézier curve corresponding to the transformed points.
* the points on a Bézier curve can be quickly computed using a recursive procedure which uses division by two as its fundamental operation and avoids floating point arithmetic altogether;
* affine maps (such as moving, scaling and rotating) on a Bézier curve can be done simply by applying the respective operation to the control points and then drawing the Bézier curve corresponding to the transformed points, perhaps with more or fewer interpolated segments depending on the scale factor.

Changed: 23c25,26
Generalizing the cubic case leads to higher order curves which require more than four control points; however, these do not find much use in practice. Instead, complicated curves are pieced together from cubic curves: the first has control points A, B, C, and D, the second has control points D, E, F, and G, and to ensure smoothness at D, one requires D-C = E-D.
Generalizing the cubic case leads to higher order curves which require more than four control points; however, these do not find much use in practice.
Instead, complicated curves are pieced together from cubic curves: the first has control points A, B, C, and D, the second has control points D, E, F, and G, and G1 continuity (i.e. smoothness of the curve) at D requires that the direction of D-C equal the direction of E-D.

Changed: 25c28
See also: Splines?, [Bernstein polynomial]?, [Bézier surface]?
See also: Spline?, [Bernstein polynomial]?, [Bézier surface]?

Added: 29a33,35



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