Deconstructing Bézier Curves

  • Two other brilliant posts on BĂ©zier curves (and other 2d/3d curve types):

    - Curves and Surfaces by Bartosz Ciechanowski: https://ciechanow.ski/curves-and-surfaces/ (His whole site is a treasure trove of incredible explanations!)

    - Primer on Bézier Curves: https://pomax.github.io/bezierinfo/

  • this video: https://www.youtube.com/watch?v=aVwxzDHniEw is quite instructive as well...

  • Is there a way to perform direct BĂ©zier-path intersection, union and difference operations?

    I lately tried to find some options for a hobby project. The only way I could find was to first break the path into a lot of line segments, then do the logical operations between paths and finally convert them back by trying to fit Bézier curves into the resulting line segments.

    Conversions back and forth seem less than optimal and can lead to artefacts. There must be a better way.

  • This BĂ©zier primer is really interesting too, one of the best resources if you need to implement anything related to BĂ©zier curves. https://pomax.github.io/bezierinfo/

  • Stumbled into this world trying to make pretty Sankey diagrams. Offsetting beziers is much more complex than I anticipated.

  • Also relevant: Dividing Bezier Curves Into Two Equal Halves https://stackoverflow.com/questions/18655135/divide-bezier-c...

  • what is most interesting to me about bezier curves is how they introduce a 'time' parameter.

    referring to how they switch from two coordiates (function arguments) into just the one 'time' argument.

    this is most clear in Bartosz Cieachanowski explanation.

    then the whole topic gets really going when they add multiple lines all parametrized with the one 'time' argument.