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The mathematical basis for Bézier curves—the Bernstein polynomials—was established in 1912, but the polynomials were not applied to graphics until some 50 years later when mathematician Paul de Casteljau in 1959 developed de Casteljau's algorithm, a numerically stable method for evaluating the curves, and became the first to apply them to computer-aided design at French automaker Citroën ...
other 3D game files 3D renderer files OpenFlight (FLT) OGRE other 3D game files 3D renderer files 3ds Max: Yes Yes No AC3D [15] [16] No Quake III BSP, Quake II (MD2), Quake III Mesh (MD3), Irrlicht irrmesh, Renderware, SMF: No Yes DirectX X, Second Life Sculpted Prim, Quake II (MD2), Quake Map, SMF, Unreal Tournament POV-Ray POV, RenderMan RIB ...
English: Quadratic Bézier spline approximation (in red) overlayed on a black circle of radius 112 units, with tangent (on-curve) control points drawn as squares and off-curve control points drawn as circles. The spline's on-curve control points are placed at the circle's horizontal and vertical tangent points and at displacements (79, 79) from ...
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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.
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Short title: Sine.svg - a nice plot of the sine function: Image title: Sine(sin)-function from Wikimedia Commons plot-range: -25/12pi to 25/12pi plotted with three different cubic bezier-curves the bezier-controll-points are calculated to give a very accurate result.