• If there are only two control points P0 and P1, ie: N=1 then the formula reduces to a line segment between the two control points.

  • the term

  • is called a blending function since it blends the control points to form the Bézier curve.
  • The blending function is always a polynomial one degree less than the number of control points. Thus 3 control points results in a parabola, 4 control points a cubic curve etc.

  • Closed curves can be generated by making the last control point the same as the first control point. First order continuity can be achieved by ensuring the tangent between the first two points and the last two points are the same.

  • Adding multiple control points at a single position in space will add more weight to that point 'pulling' the Bézier curve towards it.

  • As the number of control points increases it is necessary to have higherorder polynomials and possibly higher factorials. It is common therefore topiece together small sections of Bézier curves to form a longer curve. Thisalso helps control local conditions, normally changing the position of onecontrol point will affect the whole curve. Of course since the curve starts andends at the first and last control point it is easy to physically match thesections. It is also possible to match the first derivative since the tangentat the ends is along the line between the two points at the end.
    Second order continuity is generally not possible.

  • Except for the redundant cases of 2 control points (straight line), it is generally not possible to derive a Bézier curve that is parallel to another Bézier curve.

  • A circle cannot be exactly represented with a Bézier curve.

  • It isn't possible to create a Bézier curve that is parallel to another, except in the trivial cases of coincident parallel curves or straight line Bézier curves.

  • Special case, 3 control points

    B(u) = P0 * ( 1 - u ) 2 + P1 * 2 * u ( 1 - u ) + P2 u2
  • Special case, 4 control points

    B(u) = P0 * ( 1 - u )3 + P1 * 3 * u * ( 1 - u )2 + P2 * 3 * u2 * ( 1 - u ) + P3 * u3
  • Bézier curves have wide applications because they are easy to compute and verystable. There are similar formulations which are also called Bézier curveswhich behave differently, in particular it is possible to create a similarcurve except that it passes through the control points. See also Spline curves. Examples

    The pink lines show the control point polygon, the grey lines theBézier curve.

    The degree of the curve is one less than the number of controlpoints, so it is a quadratic for 3 control points.It will always be symmetric for a symmetric control point arrangement.

    The curve always passes through the end points and is tangent tothe line between the last two and first two control points.This permits ready piecing of multiple Bézier curves togetherwith first order continuity.

    The curve always lies within the convex hull of the control points.Thus the curve is always 'well behaved' and does not oscillating erratically.

    Closed curves are generated by specifying the first point the same as the last point. If the tangents at the first and last points matchthen the curve will be closed with first order continuity.In addition, the curve may be pulled towards a control point byspecifying it multiple times.

    Beziercode 1 26th
    C source

    Written by Paul Bourke
    March 2000

    Given four points p0, p1, p2, and p3in 3D space the cubic Bézier curve is defined as

    p(t) = a t3 + b t2 + c t + p0

    where t ranges from 0 (the start of the curve, p0) to 1 (the end of the curve, p3). The vectors a, b, c are given as follows:

    In the following examples the green markers correspond to p0and p3 of each section. The blue markers correspond top1 and p2. The grey curve is theBézier curve sampled 20 times, the samples are shown in red.The coordinates for each vertex is shown on the right.

    Beziercode 1 268

    Example 1
    This is a single minimum piece of a piecewise Bézier curve.It is defined by 4 points, the curve passes through the two end points.The tangent at the end points is along the line to the middle two points.

    0 0 1
    0.5 0 1
    1 0 0.5
    1 0 0

    Example 2
    Multiple curve pieces can be joined together to form longer continuouscurves. The curve is made continuous by the setting the tangents thesame at the join. Note that each piece of the curve is defined by tranging from 0 to 1.

    0 0 1
    0.5 0 1
    1 0 0.5
    1 0 0
    1 0 0
    1 0 -0.5
    2 0 0
    2 0 0.5

    Example 3
    By changing the tangent points between two curve pieces, sharp transitionscan be created.

    0 0 1
    0.5 0 1
    1 0 0.5
    1 0 0
    1 0 0
    1.5 0 0
    2 0 0
    2 0 0.5

    Example 4
    The 'strength' at the end points is controlled by the length of thetangent lines. The longer the line the more effect that tangent has.If the curve is being used for animation steps then the strength alsocontrols the velocity, note the samples shown in red are further apartfor the long tangent vectors.

    0 0 1
    1.75 0 1
    1 0 0.5
    1 0 0
    1 0 0
    1 0 -0.5
    2 0 -0.5
    2 0 1

    Example 5
    Straight line geometry can readily be made by aligning the tangentvectors along the line. While this may seem a frivolous use, it canbe put to good effect in animations applications. By adjusting thetangent points p1 and p2 thevelocity along the line can be controlled.


    0 0 1
    0.25 0 1
    0.75 0 1
    1 0 1
    1 0 1
    1 0 0.75
    1 0 0.25
    1 0 0
    Notes
    Source code

    FAQ Umsatz 9 0 2 sezonas.

    0to p5, in order to use the Piecewise Cubic Bézierfor each section (between points pi and pi+1)one needs to find the tangent vectors shown in red.Note that for continuity between the points the tangent vector atthe end of one piece is the negative of the tangent at thestart of the next piece.

    In this first case the tangent vectors are just the differences betweensubsequent keyframe points. So for example, for the segment between p1 and p2 the four points use for the Bézierwould be p1, p2, 2p2-p3, p2. Depending on the lengthscaling for the tangent vectors, the resulting Bézier curvebetween points p1 and p3 is shown in blue.

    A generally better method is shown below, again one needs to find thered tangent vectors. The exact implementation will be left up to thereader but the approach I've used is to find the cross product betweenthe vectors to each neighbour, that is a vector coming outof the page (or into the page) in the diagram below. The tangentvectors (red) are found by taking the cross product of that withthe green normal vectors. The main reason for using this approachis that it overcomes a mirror symmetry problem that occurs if onesimple tries to rotate the green normal vectors +- 90 degrees.Note that the case of 3 collinear points needs to be treated as a specialcase.

    An improvement by Lars Jensen is illustrated below. It uses a normalthat bisects the two vectors to the neighbouring points along with wayof limiting the tangent lengths.

    The only remaining comment is how one deals with the first and lastpoint, normally there are some ad hoc approaches that are applicationspecific.

    (Redirected from Bezier surface)
    Bézier surfaces are a species of mathematical spline used in computer graphics, computer-aided design, and finite element modeling. As with the Bézier curve, 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 control points; rather, it is 'stretched' toward them as though each were an attractive force. They are visually intuitive, and for many applications, mathematically convenient.

    History[edit]

    Bézier surfaces were first described in 1962 by the French engineer Pierre Bézier who used them to design automobile bodies. Bézier surfaces can be of any degree, but bicubic Bézier surfaces generally provide enough degrees of freedom for most applications.

    Equation[edit]

    Sample Bézier surface; red – control points, blue – control grid, black – surface approximation
    A given Bézier surface of degree (n, m) is defined by a set of (n + 1)(m + 1) control pointski,j. It maps the unit square into a smooth-continuous surface embedded within a space of the same dimensionality as { ki,j }. For example, if k are all points in a four-dimensional space, then the surface will be within a four-dimensional space.
    A two-dimensional Bézier surface can be defined as a parametric surface where the position of a point p as a function of the parametric coordinates u, v is given by: [1]

    Beziercode 1 264

    p(u,v)=i=0nj=0mBin(u)Bjm(v)ki,j{displaystyle mathbf {p} (u,v)=sum _{i=0}^{n}sum _{j=0}^{m}B_{i}^{n}(u);B_{j}^{m}(v);mathbf {k} _{i,j}}
    evaluated over the unit square, where
    Bin(u)=(ni)ui(1u)ni{displaystyle B_{i}^{n}(u)={n choose i};u^{i}(1-u)^{n-i}}
    is a Bernstein polynomial, and
    (ni)=n!i!(ni)!{displaystyle {n choose i}={frac {n!}{i!(n-i)!}}}
    is the binomial coefficient.
    Some properties of Bézier surfaces:
    Beziercode 1 26th

    Beziercode 1 263

    Generally, the most common use of Bézier surfaces is as nets of bicubic patches (where m = n = 3). The geometry of a single bicubic patch is thus completely defined by a set of 16 control points. These are typically linked up to form a B-spline surface in a similar way as Bézier curves are linked up to form a B-spline curve.
    Simpler Bézier surfaces are formed from biquadratic patches (m = n = 2), or Bézier triangles.

    Bézier surfaces in computer graphics[edit]

    Ed Catmull's 'Gumbo' model, composed from patches
    Bézier patch meshes are superior to triangle meshes as a representation of smooth surfaces. They require fewer points (and thus less memory) to represent curved surfaces, are easier to manipulate, and have much better continuity properties. In addition, other common parametric surfaces such as spheres and cylinders can be well approximated by relatively small numbers of cubic Bézier patches.
    However, Bézier patch meshes are difficult to render directly. One problem with Bézier patches is that calculating their intersections with lines is difficult, making them awkward for pure ray tracing or other direct geometric techniques which do not use subdivision or successive approximation techniques.They are also difficult to combine directly with perspective projection algorithms.
    For this reason, Bézier patch meshes are in general eventually decomposed into meshes of flat triangles by 3D rendering pipelines. In high-quality rendering, the subdivision is adjusted to be so fine that the individual triangle boundaries cannot be seen. To avoid a 'blobby' look, fine detail is usually applied to Bézier surfaces at this stage using texture maps, bump maps and other pixel shader techniques.
    A Bézier patch of degree (m, n) may be constructed out of two Bézier triangles of degree m+n, or out of a single Bézier triangle of degree m + n, with the input domain as a square instead of as a triangle.
    A Bézier triangle of degree m may also be constructed out of a Bézier surface of degree (m, m), with the control points so that one edge is squashed to a point, or with the input domain as a triangle instead of as a square.

    See also[edit]

    External Links[edit]

    Bibliography[edit]

    1. ^Farin, Gerald. Curves and Surfaces for CAGD (5th ed.). Academic Press. ISBN1-55860-737-4.

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