When animators lay out a camera fly-through or game designers plot a racing line, they need a curve that is smooth and obedient: it must pass exactly through every waypoint they place, with no abrupt kinks at the joins.
That is precisely what Catmull-Rom splines deliver. Invented by Edwin Catmull and Raphael Rom in 1974, they belong to the family of interpolating splines — as opposed to the approximating Bézier curves, which only approach their control points without ever touching them. Every point you place on a Catmull-Rom path is a point the curve actually visits.
The secret ingredient is continuity: not only does the curve flow without breaks, but its tangent direction (the velocity vector) changes smoothly at every join. The resulting motion feels natural because it matches how a physical object — a camera, a car, a roller coaster — would actually travel through those positions.
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