Given what you said Re^2: How to smooth values of an x,y,z array using Math::Spline, I think my second answer Re^2: How to smooth values of an x,y,z array using Math::Spline is your best bet. That answer allows for any number of observations to be smoothed. My original thought for the Bezier would have been to only pay attention to four points, only hitting the outer two; and if I expanded that idea to multiple "fixed points", it would require that the number of observations be 3N+1, and it would "waste" (go toward but not hit) roughly 2/3 of the points.

But, if you really want the Bezier, and thus not hitting most of the points you list:

Whether this or Re^2: How to smooth values of an x,y,z array using Math::Spline is better for "smoothing" the data that you have is really up to you.

addenda: Please note that in all of my solutions, @interp_accel will contain the complete list of interpolated values, even if my manual editing or in-code logic doesn't print them all. I just skipped most of the printing to save space in the posts, so the reduced output was enough to show what was going on.


In reply to Re^3: How to smooth values of an x,y,z array using Math::Spline by pryrt
in thread How to smooth values of an x,y,z array using Math::Spline by cormanaz

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