Intermediate Topic 27 of 49 Graphics, Vision & Media
Bézier Curves and Splines
Smooth curves defined by control points.
How it works
A Bézier curve is a smooth parametric curve defined by control points, with the curve starting at the first point, ending at the last and being pulled toward the others. A cubic Bézier uses four control points and is evaluated by de Casteljau's algorithm or Bernstein polynomials. Splines join several curve segments smoothly: B-splines and NURBS provide local control and exact conics, and Catmull-Rom splines pass through their control points. Continuity is described as C0, C1 or C2, meaning matching position, tangent and curvature.
Where it is used
Vector graphics paths in SVG and fonts, animation easing curves, camera paths, CAD surfaces and road or track design use Béziers and splines.
Common pitfall
Moving one control point changes the whole high-degree Bézier curve, so low-degree segments are joined instead. Joining segments without matching tangents leaves visible corners. Parametrization is not uniform in arc length, so equal steps in t give uneven spacing, requiring arc-length reparametrization for constant speed. Flattening curves for rendering needs careful subdivision tolerances.
Where it fits in the course
Bézier Curves and Splines is topic 27 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Global Illumination. The next topic is Mesh Simplification.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Global Illumination (Graphics, Vision & Media)
- Mesh Simplification (Graphics, Vision & Media)
- Ray Tracing (Graphics, Vision & Media)
- Skeletal Animation (Graphics, Vision & Media)