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1.DIFFERENCE BETWEEN BEZIER CURVE AND B-SPLINE CURVE.

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BEZIER CURVE.
Bezier curves are parametric curves used frequently in modeling smooth surfaces
in computer graphics and many other related fields. These curves can be scaled i
ndefinitely. Linked Bezier curves contain paths that are combinations that are i
ntuitive and can be modified. This tool is also made use of in controlling motio
ns in animation videos. When programmers of these animations talk about the phys
ics involved, they are in essence talking about these Bezier curves. Bezier curv
es were first developed by Paul de Castlejau using Castlejau s algorithm, which is
considered a stable method to develop such curves. However, these curves became
famous in 1962 when French designer Pierre Bezier used them to design automobil
es.
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B-SPLINE CURVE.
B-Spline curves are considered as a generalization of Bezier curves and as such
share many similarities with it. However, they have more desired properties than
Bezier curves. B-Spline curves require more information such as degree of the c
urve and a knot vector, and in general involve a more complex theory than Bezier
curves. They however possess many advantages that off set this shortcoming. Fir
stly, a B-Spline curve can be a Bezier curve whenever the programmer so desires.
Further B-Spline curve offers more control and flexibility than Bezier curve. I
t is possible to use lower degree curves and still maintain a large number of co
ntrol points. B-Spline, despite being more useful are still polynomial curves an
d cannot represent simple curves like circles and ellipses. For these shapes, a
further generalization of B-Spline curves known as NURBS are used.
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2.BICUBIC SURFACE.
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Bzier surfaces are a species of mathematical spline used in computer graphics, co
mputer-aided design, and finite element modeling. As with the Bzier curve, a Bzier
surface is defined by a set of control points. Similar to interpolation in many
respects, a key difference is that the surface does not, in general, pass throu
gh the central control points; rather, it is "stretched" toward them as though e
ach were an attractive force. They are visually intuitive, and for many applicat
ions, mathematically convenient.
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3. 2-D GEOMETRIC MODEL AND 3-D GEOMETRIC MODEL.
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2-D GEOMETRIC MODEL
A 2D geometric model is a geometric model of an object as two-dimensional figure
, usually
on the Euclidean or Cartesian plane.
Even though all material objects are three-dimensional, a 2D geometric model is
often
adequate for certain flat objects, such as paper cut-outs and machine parts made
of sheet
metal.
2D geometric models are also convenient for describing certain types of artifici
al images,
such as technical diagrams, logos, the glyphs of a font, etc. They are an essent
ial tool of 2D
computer graphics and often used as components of 3D geometric models, e.g. to d
escribe
the decals to be applied to a car model.

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3-D GEOMETRIC MODEL.
3D models represent a 3D object using a collection of points in 3D space, connec
ted by
various geometric entities such as triangles, lines, curved surfaces, etc. Being
a collection of
data (points and other information), 3D models can be created by
hand, algorithmically (procedural modeling), or scanned.
3D models are widely used anywhere in 3D graphics. Actually, their use predates
the
widespread use of 3D graphics on personal computers. Many computer games used pr
erendered
images of 3D models as sprites before computers could render them in real-time.
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