Bezier Curves
Another variant of the same game
Instead of endpoints and tangents, four control points
- points P1 and P4 are on the curve
- points P2 and P3 are off the curve
- X(0) = P1, X(1) = P4,
- X'(0) = 3(P2-P1), X'(1) = 3(P4 - P3)
Variant of the Hermite spline
- basis matrix derived from the Hermite basis (or from scratch)
Convex Hull property
- curve contained within convex hull of control points
Gives more uniform control knobs (series of points) than Hermite
Scale factor (3) is chosen to make “velocity” approximately constant