diff --git a/7-animation/1-bezier-curve/article.md b/7-animation/1-bezier-curve/article.md index 8809e840..b9e2cf6e 100644 --- a/7-animation/1-bezier-curve/article.md +++ b/7-animation/1-bezier-curve/article.md @@ -31,7 +31,7 @@ For two points we have a linear curve (that's a straight line), for three points ![](bezier4-e.svg) ![](bezier3-e.svg) -Because of that last property, in computer graphics it's possible to optimize intersection tests. If convex hulls do not intersect, then curves do not either. So checking for the convex hulls intersection first can give a very fast "no intersection" result. Checking the intersection or convex hulls is much easier, because they are rectangles, triangles and so on (see the picture above), much simpler figures than the curve. +Because of that last property, in computer graphics it's possible to optimize intersection tests. If convex hulls do not intersect, then curves do not either. So checking for the convex hulls intersection first can give a very fast "no intersection" result. Checking the intersection of convex hulls is much easier, because they are rectangles, triangles and so on (see the picture above), much simpler figures than the curve. **The main value of Bezier curves for drawing -- by moving the points the curve is changing *in intuitively obvious way*.**