Bézier curves

Written by Paul Bourke
Original: April 1989, Updated: December 1996

The following describes the mathematics for the so called Bézier curve. It is attributed and named after a French engineer, Pierre Bézier, who used them for the body design of the Renault car in the 1970's. They have since obtained dominance in the typesetting industry and in particular with the Adobe Postscript and font products.

Consider N+1 control points pk (k=0 to N) in 3 space. The Bézier parametric curve function is of the form

B(u) is a continuous function in 3 space defining the curve with N discrete control points Pk. u=0 at the first control point (k=0) and u=1 at the last control point (k=N).


Bézier curves have wide applications because they are easy to compute and very stable. There are similar formulations which are also called Bézier curves which behave differently, in particular it is possible to create a similar curve except that it passes through the control points. See also Spline curves.


The pink lines show the control point polygon, the grey lines the Bézier curve.

The degree of the curve is one less than the number of control points, so it is a quadratic for 3 control points. It will always be symmetric for a symmetric control point arrangement.

The curve always passes through the end points and is tangent to the line between the last two and first two control points. This permits ready piecing of multiple Bézier curves together with first order continuity.

The curve always lies within the convex hull of the control points. Thus the curve is always "well behaved" and does not oscillating erratically.

Closed curves are generated by specifying the first point the same as the last point. If the tangents at the first and last points match then the curve will be closed with first order continuity.. In addition, the curve may be pulled towards a control point by specifying it multiple times.

C source

   Three control point Bezier interpolation
   mu ranges from 0 to 1, start to end of the curve
XYZ Bezier3(XYZ p1,XYZ p2,XYZ p3,double mu)
   double mum1,mum12,mu2;
   XYZ p;

   mu2 = mu * mu;
   mum1 = 1 - mu;
   mum12 = mum1 * mum1;
   p.x = p1.x * mum12 + 2 * p2.x * mum1 * mu + p3.x * mu2;
   p.y = p1.y * mum12 + 2 * p2.y * mum1 * mu + p3.y * mu2;
   p.z = p1.z * mum12 + 2 * p2.z * mum1 * mu + p3.z * mu2;


   Four control point Bezier interpolation
   mu ranges from 0 to 1, start to end of curve
XYZ Bezier4(XYZ p1,XYZ p2,XYZ p3,XYZ p4,double mu)
   double mum1,mum13,mu3;
   XYZ p;

   mum1 = 1 - mu;
   mum13 = mum1 * mum1 * mum1;
   mu3 = mu * mu * mu;

   p.x = mum13*p1.x + 3*mu*mum1*mum1*p2.x + 3*mu*mu*mum1*p3.x + mu3*p4.x;
   p.y = mum13*p1.y + 3*mu*mum1*mum1*p2.y + 3*mu*mu*mum1*p3.y + mu3*p4.y;
   p.z = mum13*p1.z + 3*mu*mum1*mum1*p2.z + 3*mu*mu*mum1*p3.z + mu3*p4.z;


   General Bezier curve
   Number of control points is n+1
   0 <= mu < 1    IMPORTANT, the last point is not computed
XYZ Bezier(XYZ *p,int n,double mu)
   int k,kn,nn,nkn;
   double blend,muk,munk;
   XYZ b = {0.0,0.0,0.0};

   muk = 1;
   munk = pow(1-mu,(double)n);

   for (k=0;k<=n;k++) {
      nn = n;
      kn = k;
      nkn = n - k;
      blend = muk * munk;
      muk *= mu;
      munk /= (1-mu);
      while (nn >= 1) {
         blend *= nn;
         if (kn > 1) {
            blend /= (double)kn;
         if (nkn > 1) {
            blend /= (double)nkn;
      b.x += p[k].x * blend;
      b.y += p[k].y * blend;
      b.z += p[k].z * blend;