# Available algorithms for drawing (filled) Bézier paths

There are plenty of libraries around allowing to draw Bézier paths, but not that much information about how to implement one of those libraries.

The question is: What algorithms are used for drawing Bézier paths?

Current work:

Searching on Internet, I found many documents about drawing Bézier 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 Bézier 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 position
• Rendering 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.