Main content
Pixar in a Box
Course: Pixar in a Box > Unit 10
Lesson 2: Mathematics of animation curves- Start here!
- 1. Mathematics of linear interpolation
- Linear interpolation
- 2. Repeated linear interpolation
- 3. De Casteljau's algorithm
- Constructing curves using repeated linear interpolation
- 4. What degree are these curves?
- Bonus: Equations from de Casteljau's algorithm
© 2023 Khan AcademyTerms of usePrivacy PolicyCookie Notice
4. What degree are these curves?
Bonus! In this video we'll connect the degree of these curves to the number of control points in the construction.
Want to join the conversation?
- this is too hard for me and what is the difference between linear interpulation and a beziar curve?(14 votes)
- Linear interpolation means, that the change is at a constant rate. Imagine an electric garage door closing or sand in an hourglass running.
Bezier curves allow you to make a change in the speed of the changes, accelerate and decelerate things. Since this is the way most things actually move, the beziers are quite essential to animation.(6 votes)
- I got confused within the first 30 seconds... where does Q=(1-t)A + tB come from??(8 votes)
- I dont understand any of this(6 votes)
- so just call brandon brown jr he can tutor you(0 votes)
- My brain is popping. Can anyone explain this whole video?(6 votes)
- linear equals straight
curve equals curve(4 votes) - for Q=(t-1)A+tB can A swap with B but still have the same answer?(4 votes)
- The resulting curve would be different, assuming we keep R = (1-t)*B+t*C.
Let's picture the value of Q when we give t values from 0 to 1.
- If we use Q = (1-t)*A + t*B, then Q starts at point A and moves on the line segment toward point B.
- If we use Q = (1-t)*B + t*A, then Q starts at point B and moves on the line segment toward point A.
If you plug in the expressions for Q and R into the equation for P, you'll find that P = t(1-t)*A + (1-t)*B + t^2*C, which is different from the equation for P in the video.(0 votes)
- It is elaborated shortly. Please explain with more ease.(3 votes)
- Is the variable A, B and C the angle or the point on a coordinate plain, or something else?(3 votes)
- The variables A, B, and C are just the name of 3 points on a plane and the video explains how to construct a beziers curve using these three points. However, you could use any amount of points and still get a curve, and you could name each point a different name.(1 vote)
- I think the only people understanding this are animators and or mathematicians/people godly at math.(2 votes)
- 60% of comments: this is confusing.
40% of comments: this is confusing.(2 votes)
Video transcript
- Now that we've seen how Bézier curves behave geometrically, let's
take a look at the algebra starting with a three-point polygon. As before, we construct a point Q using linear interpolation, that is a weighted average
on the line segment AB. Algebraically, Q can be written as Q = (1-t)A + tB Next we construct a point
R on the line segment BC, which means that R can be written as R = (1-t)B + tC Finally we connect Q and R, and do one final linear interpolation to get P, out point on the curve. P = (1-t)Q + tR From this last equation, it kinda look like P is degree 1 in t. But the first two
equations also depend on t. So let's substitute the first
two equations into the third to get this combined expression. Multiplying out the terms and collecting, I can rewrite P as P = (1-t)2*A + 2t(1-t)B +t2*C. All those squared terms show us that P is actually a degree 2 polynomial. Interesting, a three-point polygon leads to a degree 2 polynomial. Thar kinda makes sense
because we did two stages of linear interpolation. In the first stage we computed Q and R and in the second stage we computed P. Now, what happens to the degree if we start with a four-point polygon? Can you guess? In the first stage, I compute three points using linear interpolation. In the second stage, I compute two points, and in the third stage,
I compute one point. Since I have three stages, the resulting curve will be degree 3. That means a four-point polygon
results in a degree 3 curve. You can generalize deCastlejau's algorithm to start with five, six,
or any number of points. The rule is, if we start with n points, you get a polynomial of degree n-1. Pretty neat. And congratulations on
finishing this lesson. If you're feeling particularly bold, try your hand at the
following bonus challenge.