The Math of Computer Graphics
Math · Intermediate · Lesson 3 of 8

In Between

Interpolation and easing

An interactive lesson with 6 steps, about 5 minutes: you predict, drag and solve, with instant feedback on every answer. It runs in your browser and needs JavaScript.

What you’ll learn

  • lerp(A, B, t) = A + t(B − A): t = 0 at A, t = 1 at B.
  • Easing reshapes t; smoothstep 3t² − 2t³ starts and ends gently.
  • Inverse lerp: t = (v − A)/(B − A) finds how far along a value is.

Steps

  1. Lerp
  2. A quarter of the way
  3. Easing
  4. Smoothstep
  5. Design an ease-in
  6. Inverse lerp