Polynomials

Four coefficients are a whole shape kit: a polynomial is powers of t summed with weights, its derivative is another polynomial one degree down, and when one cubic runs out of bends, graphics chains them. Every ease curve, font glyph, and camera path is this one expression at work.

Core Idea

The gold curve above is one expression — P(t) = a·t³ + b·t² + c·t + d — and the four knobs are its entire personality. Set them one way and it’s a straight line; another way and it’s smoothstep; another and it wiggles. A polynomial is just that: a variable raised to whole-number powers, each scaled by a coefficient, summed. It is the most computable shape in mathematics — evaluating one takes a handful of multiplies and adds — which is why it became the raw material of graphics: every ease curve, every font glyph outline, every camera path segment is a polynomial being paid to bend.

Four Numbers, One Shape

P(t) = aₙtⁿ + … + a₂t² + a₁t + a₀

Only whole-number powers; only add, subtract, multiply. (No 1/t, no √t — those break the rules and lose the guarantees below.) The degree is the highest power, and in graphics t almost always runs 0 → 1 across a segment. The cubic’s knobs even have readable jobs: d sets where the curve starts, c its launch slope, while b and a spend the curve’s two bends. That’s the deal the hero makes visible — the coefficients are the interface.

The Derivative Comes Free

Differentiate a polynomial and you get another polynomial, one degree down — the dashed sea curve in the hero, updating live from the same four numbers:

P(t)  = a·t³ + b·t² + c·t + d
P′(t) = 3a·t² + 2b·t + c

On a curve, P′(t) is the tangent — the velocity of the moving point, the arrow riding the hero. The second derivative gives curvature. This is why polynomials dominate motion: the smoothness you feel is a statement about derivatives, and polynomial derivatives are free to compute and easy to control. smoothstep(t) = 3t² − 2t³ is the canonical example — its derivative 6t − 6t² is zero at both t = 0 and t = 1, so motion leaves and arrives with zero velocity. That endpoint argument is the entire trick; how the different eases feel against each other lives in interpolation.

What a Polynomial Can’t Do

The guarantees cut both ways:

Degree Is a Budget

Each extra degree buys roughly one more bend. That sounds like an invitation to buy a big polynomial for any shape — and this is the experiment that says no:

A line misses almost everything; a parabola bends once; a cubic bends twice; degree 5 finally passes through all six points — and overshoots between them, because a single polynomial is global: every coefficient owns the whole curve, so forcing it through one point disturbs it everywhere. Graphics’ answer is the last button: stop at degree 3 and chain small cubics, each controlling only its own stretch, glued with continuity conditions (C0 touch, C1 matched velocity, C2 matched curvature). That decision — cubic, piecewise, joined carefully — is the founding move of splines, and curves takes it from there: Bézier is exactly a cubic polynomial rewritten so its coefficients become draggable control points.

Where They Hide

Connections

Curves is this article’s direct sequel — Bernstein blending rewrites the cubic so control points replace raw coefficients, and de Casteljau evaluates it with nothing but lerps. The lerp itself is the degree-1 polynomial, which makes interpolation the family’s simplest member. Trigonometry is the sibling material: sin is an infinite polynomial (its Taylor series), polynomials approximate it well over short ranges, but for motion that must loop forever the periodic functions win — a polynomial always escapes to infinity. And in shading, cheap polynomial stand-ins for expensive math are a standing GPU idiom: the shape is close enough, and the multiplies are nearly free.