There are plenty of libraries around allowing to draw Bzier paths, but not that much information about how to implement one of those libraries.The question is: What algorithms are used for drawing Bzier paths?Current work:Searching on Internet, I found many documents about drawing Bzier lines (unfilled) using segments. This is obviously not enough.I implemented a pointInsideBezierPath function, it actually solve the equations in the standard algebraic way. Even if that could work on a GPU, I am concern about efficiency for drawing large Bzier with anti-aliasing.I also had a look to convert the shape into triangles for fast drawing with the GPU.To summarize, there are solutions, but I wonder which is the modern state of the art to this respect.Edited:What are your requirements? How large are paths? What degree? What continuity? Requirements: Well, setting requirements without understanding technical limits is not a good deal, but I guess the typical ones:A Path is an ordered list of Bezier curves.A Path is rendered by a stroke and a fill. Each accepting multiple rendering properties (color, gradients, etc.)Rendering must allows anti-aliasing.Joining point between bezier are limited only by it positionRendering is limited by the rectangular and discrete size of the surface.Size of Paths: any, performance is obviously affected.Degrees: lines to cubic (1-3)I thought that recent GPU have it as built-in. Not that I know about.BTW if you need some actual code then your question is off-topic here.I know, I deliberately asked here and not in stackoverflow because I do not want code (way to broad anyway) but algorithms names, papers and comparisons.
Available algorithms for drawing (filled) Bzier paths
algorithms;graphics