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Geometry & curves Technique Intro

Bezier Curves

Describe smooth parametric curves with control points so paths and shapes can be edited intuitively.

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Geometry & curves

Clip shapes, interpolate across primitives, and reason about parametric geometry.

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Problem

Straight segments are simple, but many graphics tasks need smooth editable paths: vector art, fonts, motion paths, and curve-based modeling.

Intuition

A Bezier curve is controlled by a handful of points. You do not usually set every point on the final curve directly; instead you position the control points and let the curve interpolate them in a structured way.

Core idea

  • Use linear interpolation recursively between control points, as in de Casteljau’s algorithm.
  • For a cubic Bezier, four control points define the curve.
  • Evaluating the curve at parameter t in [0, 1] gives one point on the final path.

Worked example

Move one middle control point of a cubic Bezier and the whole curve bends smoothly without changing the endpoints. That is why Bezier control is so intuitive in editors.

Complexity

Evaluating a curve point is constant work for a fixed degree. Rendering the whole curve depends on how many samples or line segments you use to approximate it.

When to choose it

  • Choose Bezier curves when smooth, editable parametric paths matter.
  • Choose rasterization after the curve has been sampled or tessellated into drawable primitives.
  • Choose ray-marched SDFs later if you want to render shape logic from an implicit field instead of explicit sampled geometry.

Key takeaways

  • Bezier curves trade direct point editing for intuitive control-point editing.
  • De Casteljau interpolation gives both evaluation and geometric intuition.
  • Curves are usually sampled or tessellated before raster rendering.
  • They are foundational in vector graphics, fonts, and motion design.

Practice ideas

  • Implement de Casteljau’s algorithm for a cubic Bezier.
  • Visualize the intermediate interpolation segments as t moves from 0 to 1.
  • Approximate a Bezier curve with line segments and rasterize the result.

Relation to other topics

  • Clipping may be needed before or after curve tessellation depending on the pipeline.
  • Rasterization eventually turns a sampled curve representation into pixels.
  • Ray marching with SDFs is a very different representation choice for smooth shapes.

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Geometry and alternate rendering

Bridge parametric geometry with implicit surfaces and ray-marched rendering ideas.

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