Overview
The Bézier curve representation is one that is utilized most frequently in computer graphics and geometric modeling. The curve is defined geometrically, which means that the parameters have geometric meaning - they are just points in three-dimensional space. It was developed by two competing European engineers in the late 1960s to attempt to draw automotive components.
In these notes, we develop the quadratic Bézier curve. This curve can be developed through a divide-and-conquer approach whose basic operation is the generation of midpoints on the curve. However, this time we develop the curve by calculating points other than midpoints - resulting in a useful parameterization for the curve.
To get a pdf version of these notes look
here.
Development of the Quadratic Bézier Curve
Given three control points
and
we develop a divide procedure that is
based upon a parameter
, which is a number between 0
and
(the illustrations utilize the value
). This proceeds as follows:
defined by
This is a similar procedure to the
divide-and-conquer method
in that geometric means are used to
define points on the curve. Each time a new point is calculated, the
control points are subdivided into two sets, each of which may be use
to generate new subcurves.
The method is identical to the
divide-and-conquer method
in the case
.
Developing the Equation of the Curve
There is a different way of looking at this procedure -
because there is a parameter involved. Each one of the points
,
, and
is really a
function of the parameter
- and
can be equated
with
since it is a point on the curve that corresponds to the
parameter value
. In this way,
becomes a functional
representation of the Bézier curve.
Writing down the algebra, we see that
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Properties of the Quadratic Curve
The quadratic Bézier curve has the following properties, which can be easily verified.
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Since the blending functions are non-negative and add to one,
is an
affine combination
of the points
,
, and
. Thus
must lie in
the convex hull of the control points for all
.
The convex hull of a triangle is the triangle itself.
If the points are colinear, then the convex hull is a straight line, and the curve must lie within the convex hull.
Clearly
is the first point calculated by the divide
and conquer method.
Lets show that
is exactly the point obtained by
performing the
divide-and-conquer method,
on the control
points
,
and
which were generated in the first step of the
divide-and-conquer method.
If we call this point
, then by the divide-and-conquer method
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Summarizing the Development of the Curve
We now have two methods by which we can generate points on the curve. The first of which is geometrically based - points are found on the curve by selecting successive points on line segments. The other is an analytic formula, which expresses the curve in functional notation.
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Summary
The quadratic curve serves as a good example for discussing the development of the Bézier curve, but really only generates parabolas. This eliminates the curve for many applications where smooth curves with inflection points are necessary. The problem can be addressed by performing exactly the same steps as above, but utilizing the procedure on four control points - resulting in the cubic Bézier curve.