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  2. Bézier curve - Wikipedia

    en.wikipedia.org/wiki/Bézier_curve

    A Bézier curve is defined by a set of control points P0 through Pn, where n is called the order of the curve (n = 1 for linear, 2 for quadratic, 3 for cubic, etc.). The first and last control points are always the endpoints of the curve; however, the intermediate control points generally do not lie on the curve.

  3. De Casteljau's algorithm - Wikipedia

    en.wikipedia.org/wiki/De_Casteljau's_algorithm

    De Casteljau's algorithm. In the mathematical field of numerical analysis, De Casteljau's algorithm is a recursive method to evaluate polynomials in Bernstein form or Bézier curves, named after its inventor Paul de Casteljau. De Casteljau's algorithm can also be used to split a single Bézier curve into two Bézier curves at an arbitrary ...

  4. Bernstein polynomial - Wikipedia

    en.wikipedia.org/wiki/Bernstein_polynomial

    In the mathematical field of numerical analysis, a Bernstein polynomial is a polynomial expressed as a linear combination of Bernstein basis polynomials. The idea is named after mathematician Sergei Natanovich Bernstein. Polynomials in Bernstein form were first used by Bernstein in a constructive proof for the Weierstrass approximation theorem.

  5. Cubic Hermite spline - Wikipedia

    en.wikipedia.org/wiki/Cubic_Hermite_spline

    Cubic Hermite spline. In numerical analysis, a cubic Hermite spline or cubic Hermite interpolator is a spline where each piece is a third-degree polynomial specified in Hermite form, that is, by its values and first derivatives at the end points of the corresponding domain interval. [1]

  6. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    Bresenham's line algorithm. Bresenham's line algorithm is a line drawing algorithm that determines the points of an n -dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only ...

  7. Bézier surface - Wikipedia

    en.wikipedia.org/wiki/Bézier_surface

    Bézier surfaces are a species of mathematical spline used in computer graphics, computer-aided design, and finite element modeling. As with Bézier curves, a Bézier surface is defined by a set of control points. Similar to interpolation in many respects, a key difference is that the surface does not, in general, pass through the central ...

  8. Paul de Casteljau - Wikipedia

    en.wikipedia.org/wiki/Paul_de_Casteljau

    Paul de Casteljau (19 November 1930 – 24 March 2022) was a French physicist and mathematician. In 1959, while working at Citroën, he developed an algorithm for evaluating calculations on a certain family of curves, which would later be formalized and popularized by engineer Pierre Bézier, leading to the curves widely known as Bézier curves.

  9. De Boor's algorithm - Wikipedia

    en.wikipedia.org/wiki/De_Boor's_algorithm

    De Boor's algorithm. In the mathematical subfield of numerical analysis, de Boor's algorithm[1] is a polynomial-time and numerically stable algorithm for evaluating spline curves in B-spline form. It is a generalization of de Casteljau's algorithm for Bézier curves. The algorithm was devised by German-American mathematician Carl R. de Boor.