ABSTRACT

T he goal for this chapter is an understanding of the theory underlying Be´zier primitives. We are already familiar with many of their practical aspects. In Section 10.3 of the chapter on drawing we

saw how to specify Be´zier curves and surfaces and incorporate them into our designs. This was possible then – even before theory – as an intuitive understanding of control points and their role as attractors in shaping Be´zier primitives is sufficient to grasp the OpenGL syntax. We went even further in Sections 11.11.4 and 12.4.2, learning how to light and texture Be´zier surfaces.