The things you've listed out make me guess you want to write 2d or 3d image rendering software. Is that right?
If that's the case, there's no substitute for trying to recreate certain algorithms or curves using a language or tool that you're comfortable with. It'll help you build an intuition about how the mathematical object behaves and what problems it solves (and doesn't). All of these approaches were created to solve problems, understanding the theory of it doesn't quite get you there. If you don't have a good place to try out functions, I recommend https://thebookofshaders.com/05/ , https://www.desmos.com/calculator , or https://www.geogebra.org/calculator .
A good place to start is linear interpolation (lerp). It seems dead simple, but it's used extensively to blend two things together (say positions or colors) and the other things you listed are mostly fancier things built on top of linear interpolation.
https://en.wikipedia.org/wiki/Linear_interpolation
For bezier curves and surfaces here are some links I've collected over the years: https://ciechanow.ski/curves-and-surfaces/ https://pomax.github.io/bezierinfo/ https://blog.pkh.me/p/33-deconstructing-be%CC%81zier-curves.... http://www.joshbarczak.com/blog/?p=730 https://kynd.github.io/p5sketches/drawings.html https://raphlinus.github.io/graphics/curves/2019/12/23/flatt...
A final note: a lot of graphics math involves algebra. Algebra can be fun, but it also can be frustrating and tedious, particularly when you're working through something large and make a silly mistake and the result doesn't work. I suggest using sympy to rearrange equations or do substitutions and so on. It can seem like overkill but as soon as you save a few hours debugging it's worth it. It also does differentiation and integration for you along with simplifying equations.
https://docs.sympy.org/latest/tutorials/intro-tutorial/intro...