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To be specific on the history Paul De Casteljau worked it our first in 1959 while working at Citroen. Not long after in the early 60s Pierre Bézier worked out the same thing at Renault independently and Bézier curves are named in his honor.

In computer software, bezier curves have always been common in 2d desktop publishing (fonts, adobe illustrator and its predecessors etc.) but 3d software had an ambivalent relationship where animation software (3DS-max etc.) always used them but games avoided them due to higher computation time than straight meshes, hence lower framerates. Of course this is changing now.



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