Tag: curve


Smooth Bezier splines

Apparently, having mathematically defined curves that pass through a set of desired points is a thing. And (cubic) Bezier splines are popular for this. Professor Dagan (mentioned previously) sent me a link. Smooth Bézier Spline Through Prescribed Points The article outlines a method that given a set of points you want your Bezier curve to […]


Bezier curves prefer tea

My maths professor was hammering on the fact that Citroen used Bezier curves to make sure their cars have aesthetically pleasing curves. Again. (This is not a sponsored post from the automaker). While I appreciate his effort in trying to make what I’m learning relevant to the real world, I kinda got the idea that […]


3D Bézier curve editor

Timo Suoranta created a 3D Bézier curve editor. As of this writing, the program runs on Windows and requires OpenGL version 3 or later (shaders are involved). Here’s a screenshot: [click for larger image] It looks awesome. What, no? Then you have to understand picking. In 2D, any point you click on the screen is […]


Help! Getting a “nice” reverse engineered Bézier curve

Commenter Timo wants to know how to get a nice shape for a reverse engineered Bézier curve. The question started from calculating the control points of a cubic Bézier curve if you’re given 4 points that lie on the curve, assuming the first and last given points were also the first and last control points. […]


Reverse engineering quadratic Bézier curves

I wrote an article on cubic Bézier curves almost 3 years ago. And there had been emails and comments sporadically during that period. The latest one was from a lady, so I decided to write something about it (yes, I’m biased). The recurring (if you count 2 or 3 as recurring) question is about quadratic […]


Reverse engineering Bezier curves

My initial contact with Bezier curves came when I was studying 3 dimensional computer graphics. The professor introduced the standard cubic Bezier curve equation, which looks something like this B(t) = (1-t)3p0 + 3(1-t)2tp1 + 3(1-t)t2p2 + t3p3 where p0, p1, p2, p3 are the control points. WARNING: you might find this an intensive discussion […]