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Curve

As explained in Geometry for Programmers

A curve is a continuous geometric object representing a one-dimensional path in space.

A curve is a continuous one-dimensional path in space. In programming, curves turn geometric ideas into data that CAD systems, game engines, image-processing libraries, 3D printers, and GIS tools can manipulate. section 1.1 section 1.0

Analytic geometry gives a curve coordinates and a formula, making it suitable for computation. Continuity and smoothness let you assemble curves from pieces while controlling the properties the result should have. section 1.2 section 5.3.4

Common curve-building choices include:

  • Line segments and arcs provide basic pieces for constructing a curve. section 5.3.4
  • Polynomials provide flexible formulas for shaping curves computationally. section 1.2
  • Splines and NURBS support general-purpose modeling tuned to engineering needs. section 1.2

From smooth geometry to a printer path

A 3D-printing workflow can convert smooth CAD surfaces into triangles, analyze whether the mesh is printable, and produce stacked contours for the printer. Curves therefore connect smooth geometric models with discrete manufacturing instructions. section 1.0

How Geometry for Programmers covers it

How deep it goes
Defines curves through coordinates, formulas, continuity, and smoothness, then points toward polynomials and rational splines.
Examples
Uses line segments, arcs, smooth image curves, CAD surfaces, triangular meshes, and stacked printing contours.
What it assumes
Assumes coordinate-based analytic geometry and a small fraction of calculus while introducing derivatives pragmatically.
What you can do after
Evaluate/understand how curve representations support geometric modeling and practical conversion pipelines.
How it connects
Connects curves to analytic geometry, linear algebra, calculus, polynomials, splines, NURBS, surfaces, and transformations.

Related concepts

This explainer was generated by Manning's knowledge graph from the text of Geometry for Programmers. The section links point to the parts of the book it draws on.