http://www.jasondavies.com/animated-bezier/
http://www.jasondavies.com/animated-bezier/animated-bezier.j...
This is just a fact of life with splines. They have non-uniform speed in their raw form and you have to deal with it. It's also why quaternion slerping being constant angular speed isn't a real advantage over lerp-and-normalize because they both trace out the same path and often you'll want to overlay a speed curve anyway (and lerp-and-normalize's speed is only barely non-uniform). Evaluate-and-normalize is the way to go for quaternions. It works great for multi-way skeletal animation blending and higher-order rotation interpolation (just do the spline evaluation in R^4 and project back onto the unit sphere). Casey has an old email that goes into some of this: http://mollyrocket.com/911.txt
This happens in any specialization... An endocrinologist and a radiologist, for example, probably only speak half of the same medical language.
http://en.wikipedia.org/wiki/Bezier_curve#Constructing_B.C3....
Draggable Cubic Bézier curve: http://ontouchstart.posterous.com/explore-svg-with-coffeescr...
Cubic Bézier timing function CSS: http://ontouchstart.posterous.com/explore-svg-with-coffeescr...