This might be a useful read maybe?
https://raphlinus.github.io/curves/2021/03/11/bezier-fitting.html

On Tue, Jun 1, 2021 at 6:20 PM vince touache <fruityfr...@gmail.com> wrote:

> 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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