Bézier curveA Bézier curve ('bEz.i.ei ) is a parametric curve used in computer graphics and related fields. A set of discrete "control points" defines a smooth, continuous curve by means of a formula. Usually the curve is intended to approximate a real-world shape that otherwise has no mathematical representation or whose representation is unknown or too complicated. The Bézier curve is named after French engineer Pierre Bézier (1910–1999), who used it in the 1960s for designing curves for the bodywork of Renault cars.
CurveIn mathematics, a curve (also called a curved line in older texts) is an object similar to a line, but that does not have to be straight. Intuitively, a curve may be thought of as the trace left by a moving point. This is the definition that appeared more than 2000 years ago in Euclid's Elements: "The [curved] line is [...] the first species of quantity, which has only one dimension, namely length, without any width nor depth, and is nothing else than the flow or run of the point which [...
Tangent vectorIn mathematics, a tangent vector is a vector that is tangent to a curve or surface at a given point. Tangent vectors are described in the differential geometry of curves in the context of curves in Rn. More generally, tangent vectors are elements of a tangent space of a differentiable manifold. Tangent vectors can also be described in terms of germs. Formally, a tangent vector at the point is a linear derivation of the algebra defined by the set of germs at .
Tangent spaceIn mathematics, the tangent space of a manifold is a generalization of to curves in two-dimensional space and to surfaces in three-dimensional space in higher dimensions. In the context of physics the tangent space to a manifold at a point can be viewed as the space of possible velocities for a particle moving on the manifold. In differential geometry, one can attach to every point of a differentiable manifold a tangent space—a real vector space that intuitively contains the possible directions in which one can tangentially pass through .
Tangent bundleIn differential geometry, the tangent bundle of a differentiable manifold is a manifold which assembles all the tangent vectors in . As a set, it is given by the disjoint union of the tangent spaces of . That is, where denotes the tangent space to at the point . So, an element of can be thought of as a pair , where is a point in and is a tangent vector to at . There is a natural projection defined by . This projection maps each element of the tangent space to the single point .
Differentiable curveDifferential geometry of curves is the branch of geometry that deals with smooth curves in the plane and the Euclidean space by methods of differential and integral calculus. Many specific curves have been thoroughly investigated using the synthetic approach. Differential geometry takes another path: curves are represented in a parametrized form, and their geometric properties and various quantities associated with them, such as the curvature and the arc length, are expressed via derivatives and integrals using vector calculus.
TangentIn geometry, the tangent line (or simply tangent) to a plane curve at a given point is the straight line that "just touches" the curve at that point. Leibniz defined it as the line through a pair of infinitely close points on the curve. More precisely, a straight line is said to be a tangent of a curve y = f(x) at a point x = c if the line passes through the point (c, f(c)) on the curve and has slope f(c), where f is the derivative of f. A similar definition applies to space curves and curves in n-dimensional Euclidean space.
Computer graphicsComputer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
3D computer graphics3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional , are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering , usually s but sometimes s. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays.
Parametric equationIn mathematics, a parametric equation defines a group of quantities as functions of one or more independent variables called parameters. Parametric equations are commonly used to express the coordinates of the points that make up a geometric object such as a curve or surface, called parametric curve and parametric surface, respectively. In such cases, the equations are collectively called a parametric representation, or parametric system, or parameterization (alternatively spelled as parametrisation) of the object.
Real-time computer graphicsReal-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time , but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.
2D computer graphics2D computer graphics is the generation of s—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.
Computer graphics (computer science)Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. Computer graphics studies manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues.
Vector fieldIn vector calculus and physics, a vector field is an assignment of a vector to each point in a space, most commonly Euclidean space . A vector field on a plane can be visualized as a collection of arrows with given magnitudes and directions, each attached to a point on the plane. Vector fields are often used to model, for example, the speed and direction of a moving fluid throughout three dimensional space, such as the wind, or the strength and direction of some force, such as the magnetic or gravitational force, as it changes from one point to another point.
Sprite (computer graphics)In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general. Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System (1983), and Sega Genesis (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit family (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987).
Implicit curveIn mathematics, an implicit curve is a plane curve defined by an implicit equation relating two coordinate variables, commonly x and y. For example, the unit circle is defined by the implicit equation . In general, every implicit curve is defined by an equation of the form for some function F of two variables. Hence an implicit curve can be considered as the set of zeros of a function of two variables. Implicit means that the equation is not expressed as a solution for either x in terms of y or vice versa.
Plane curveIn mathematics, a plane curve is a curve in a plane that may be either a Euclidean plane, an affine plane or a projective plane. The most frequently studied cases are smooth plane curves (including piecewise smooth plane curves), and algebraic plane curves. Plane curves also include the Jordan curves (curves that enclose a region of the plane but need not be smooth) and the graphs of continuous functions. A plane curve can often be represented in Cartesian coordinates by an implicit equation of the form for some specific function f.
Parametric surfaceA parametric surface is a surface in the Euclidean space which is defined by a parametric equation with two parameters . Parametric representation is a very general way to specify a surface, as well as implicit representation. Surfaces that occur in two of the main theorems of vector calculus, Stokes' theorem and the divergence theorem, are frequently given in a parametric form. The curvature and arc length of curves on the surface, surface area, differential geometric invariants such as the first and second fundamental forms, Gaussian, mean, and principal curvatures can all be computed from a given parametrization.
Torsion of a curveIn the differential geometry of curves in three dimensions, the torsion of a curve measures how sharply it is twisting out of the osculating plane. Taken together, the curvature and the torsion of a space curve are analogous to the curvature of a plane curve. For example, they are coefficients in the system of differential equations for the Frenet frame given by the Frenet–Serret formulas. Let r be a space curve parametrized by arc length s and with the unit tangent vector T.
Bézier surfaceBézier surfaces are a species of mathematical spline used in computer graphics, computer-aided design, and finite element modeling. As with Bézier curves, 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.