hello,
I was looking for an algorithm to predict the best Bezier curve, given a vector of points. I ended up implementing "An Algorithm for Automatically Fitting Digitized Curves" from Graphics Gems vol.1, but I'm not 100% happy with the result.
Out of curiosity, I compared it against the fitBspline node in Maya, which seems to give a better result.
Does anyone know what algorithm the fitBspline node is using internally? And/or does anyone know other bezier curve fitting algorithms?
TLDR:
what I don't like with the Graphics Gems approach is that it assumes the tangent is the unit vector P1-P0 / ||P1-P0||, which is always wrong. Close to be right, but not right. So I'd like something that can retrieve the tangents more accurately
Thank you