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Interpolation and Curve Fitting

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Bezier <strong>Curve</strong>s<br />

• Another variant of the same game<br />

• Instead of endpoints <strong>and</strong> tangents, four control<br />

points<br />

• points p 0<br />

<strong>and</strong> p 3<br />

are on the curve<br />

• points p 1<br />

<strong>and</strong> p 2<br />

are off the curve<br />

• P(0) = p 0<br />

, P(1) = p 3<br />

• P’(0) = 3(p 1<br />

- p 0<br />

), P’(1) = 3(p 3<br />

- p 2<br />

)<br />

3<br />

2<br />

P(<br />

u)<br />

<br />

u<br />

u<br />

u<br />

1<br />

<br />

<br />

2<br />

<br />

2<br />

1<br />

<br />

<br />

3<br />

3<br />

<br />

2<br />

<br />

<br />

0<br />

0<br />

1<br />

<br />

<br />

1<br />

0 0<br />

1<br />

<br />

P<br />

1(0)<br />

00<br />

<br />

1<br />

<br />

<br />

P0<br />

(1) 00<br />

<br />

<br />

0<br />

<br />

<br />

P'<br />

3(0)<br />

3<br />

0<br />

<br />

<br />

0<br />

<br />

P<br />

0'<br />

(1) 0<br />

3<br />

p 0<br />

p 1<br />

p 2<br />

p 3<br />

0<br />

p<br />

1<br />

<br />

p<br />

<br />

0<br />

p<br />

<br />

3<br />

p<br />

<br />

<br />

<br />

<br />

<br />

<br />

Numerical Methods © Wen-Chieh Lin 16<br />

0<br />

1<br />

2<br />

3

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