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

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