- Bezier spline curves

DeCasteljau algorithm. Linear, quadratic and cubic Bezier splines. Bezier spline subdivision. Bernstein polynomials. Recurrence relations. How to plot Bezier spline and basis functions. Proof of the deCasteljau algorithm. - More Bezier splines Math

Affine invariance. Convex hull. Linear precision. Differentiation of the Bezier curve. Deriving the deCasteljau algorithm. - Interpolating Lagrange curve

Interpolating curves. Lagrange polynomials. Knots. Aitken algorithm. Lagrange curve oscillations. - Interpolating Cardinal and Catmull-Rom splines

Continuity. Building a complex spline. Getting rid of tangents. Cardinal curve subdivision. - B-splines
- Building quadratic B-spline

Quadratic Bezier spline subdivision. Building complex B-spline curves. de Boor points and Cox - de Boor algorithm. - B-spline basis functions

Recurrence relations. Knot vectors. Uniform B-splines. Closed curves. - Nonuniform B-splines

Bezier and B-splines. Handling endpoints. - Interpolating cubic B-splines

Bezier control points. Solving banded equations. Handling the terminal tangents.

- Building quadratic B-spline
- NURBS

Weighted control points. Perspective projection. Conic sections. Circular arcs.## 3D Spline Surfaces (WebGL based)

- Tensor product Bezier spline surfaces

Cubic Bezier spline patches. Normals and colors. 3D spline based models. - Cubic Bezier patch with adaptive subdivision
## Subdivision splines

- Subdivision spline curves

The Lane-Riesenfeld algorithm. Closed and clamped curves. Creases. Limit point position and tangent vector. - Loop subdivision spline surface

Loop splines. Approximating splines in 3D modelers. 3D spline based models. - Animated splines

Keyframe animations. Little dolphin. - Procedural garden
*7 Sep*

Instanced plants and Lake with 1240 plants## Procedural noise

- Subdivision spline noise

Tensor product subdivision spline patches. Random spline based terrains and textures. Mixed fractal and spline based terrains. Terrain editor. "Red planet". - Fractal terrains

Tiny mobile game demos. LOD algorithm. Simple animated clouds and water. Next-gen Mobile Hardware performance? - Simplex noise
- Dynamic clouds
- WebGL Demos

All sources are in public domain.

E-notes Bezier spline curves