This calculator lets you enter a list of control points and a parameter value t between 0 and 1, then computes the exact point on the corresponding Bézier curve using De Casteljau’s algorithm. It works for linear, quadratic, cubic, and higher-degree Bézier curves in 2D, as long as you provide at least two control points.
The tool is useful if you work with computer graphics, animation paths, vector illustration, UI components, or font design and want to inspect or debug the coordinates of a point along a Bézier segment. It mirrors the standard, numerically stable algorithm that many rendering engines and graphics libraries use internally.
x,y. You may include optional spaces, for example 0,0 or 1.5, -2.75.t between 0 and 1. At t = 0 you get the first control point; at t = 1 you get the last control point; intermediate values move smoothly along the curve.Example input you can paste directly:
0,0 on the first line, 1,2 on the second, 2,0 on the third.0,0, 1,3, 3,3, 4,0 (one pair per line).A Bézier curve is a parametric curve defined by a sequence of control points . The curve starts at and ends at . The intermediate control points influence the shape of the curve but do not, in general, lie on the curve itself.
The parameter runs from 0 to 1. As increases, the corresponding point on the curve moves smoothly from the first to the last control point. Bézier curves are ubiquitous in vector graphics software, font outlines, motion paths for animation, and modern UI frameworks.
In the most common “Bernstein polynomial” form, an -degree Bézier curve is written as:
where the Bernstein basis polynomials are
This formula is mathematically compact but not always the most convenient way to compute the point in floating-point arithmetic, especially for higher degrees. That is where De Casteljau’s algorithm comes in.
De Casteljau’s algorithm evaluates a Bézier curve through repeated linear interpolation between neighboring control points. It is numerically stable and closely matches the geometric intuition designers use when manipulating control handles.
Suppose you have control points . For a given parameter in , define the first level of interpolated points by
for .
This takes each pair of neighboring points and finds the point between them at a fraction of the way from the first to the second. Then you repeat the same process on the new list of points:
, and so on.
After such interpolation steps, you end up with a single point . That point is exactly , the value of the Bézier curve at parameter . The calculator implements exactly this iterative interpolation procedure for your control points.
Because each step only performs simple linear interpolation in 2D, the algorithm is easy to implement and resistant to numerical issues that can appear if you evaluate the Bernstein polynomial form directly for higher degrees or extreme coordinates.
The control points of a Bézier curve form what is called the control polygon. As you move these points, the overall shape of the curve changes smoothly. The curve always remains within the convex hull of its control points, which gives designers predictable control over the shape.
When you apply De Casteljau’s algorithm, each stage of interpolation creates a new, smaller polygon that “pulls tight” toward the curve. If you were to draw all intermediate segments for many values of , you would see the curve traced out as the limit of these nested polygons.
Typical places where you might use this calculator include:
Consider a quadratic Bézier curve with three control points:
Suppose we want the point at . The first level of De Casteljau interpolation gives two new points:
Interpolating once more between these two new points, we get:
.
So the point halfway along this quadratic Bézier curve is . If you enter the three control points and set t = 0.5 in the calculator, you should see this same result.
The same algorithm works for any degree:
The calculator returns a single 2D coordinate, typically written as . How you interpret that pair depends on your application:
For animation, changing t from 0 to 1 over time lets you move an object smoothly along the curve. For design work, sampling the curve at several values of t (for example, 0, 0.25, 0.5, 0.75, 1) can give you a sense of its shape or help you approximate it with straight segments.
Bézier curves of different degrees have different flexibility and typical uses. The calculator treats them all uniformly, as long as you provide the appropriate number of control points.
| Curve type | Number of control points | Typical use cases | Notes on behavior |
|---|---|---|---|
| Linear Bézier | 2 | Straight-line interpolation, simple fades or transitions | Result is just a straight segment between the two points. |
| Quadratic Bézier | 3 | Legacy vector formats, some font outlines, simple curves | Single control point bends the curve toward itself. |
| Cubic Bézier | 4 | Modern vector graphics, CSS timing functions, SVG paths | Two handles offer fine-grained control over entry and exit tangents. |
| Higher-order Bézier | > 4 | Specialized modeling, research, or aggregated paths | More flexible but can be harder to control; calculator still evaluates them via De Casteljau. |
x,y. It does not handle 3D or higher-dimensional control points.x and y. Spaces around the comma are allowed, but additional text on the same line is not.t is [0, 1]. Values outside this interval correspond to extrapolation beyond the usual Bézier segment and may produce points far away from the control polygon.t you choose. It does not draw or sample the entire curve automatically; to trace the curve, you can evaluate multiple values of t and plot the resulting points yourself.t.
Within these assumptions, the calculator gives a direct, implementation-friendly way to answer the question: “Where exactly is the point on this Bézier curve when the parameter is t?”