aameen951
I don't know anything about splines or rasterization, I didn't work with any of that before .
I know a little about bezier curves I watched the interpolation video done by Casey, and I know a little about parametric equations.
The particular type of spline used in TrueType is a composite Bezier curve (
wiki). This is just a series of quadratic Bezier curves joined end-to-end (sharing the end points). (A quadratic curve has two endpoints and one control point, versus the two control points of a cubic curve, which is what Casey demonstrated in his video.) So, first curve is vertices 0, 1, 2, second is 2, 3, 4, etc.
Rasterization is a lot simpler than it seems. All you need is a way to answer "am I inside or outside of the shape?" Any pixel inside the shape is filled, anything outside is not. (Anti-aliasing makes this more complicated -- I'd suggest ignoring AA and figure out the rough rasterization first.) Sean's library uses a scanline approach: for each line of pixels, solve for the intersections. At any given pixel, if you have to cross an odd number of intersections, counting from the left, it's inside. (Like most geometry, it sounds more complicated than it actually is.)
Finally, as a general note: don't let Wikipedia scare you off of something. The math (and CS) articles are generally written by people who are terrible at explanation. High-school algebra will take you a lot further than you might think.