Render-time path interpolation for a line / band — how the path is drawn
between points, a pure view concern (it does not change the data; denoising
is pond's smooth(), upstream). Sparse aggregated bands look angular as a
polyline; a curve smooths the path (RTC's interpolation).
linear (default) — straight segments; passes through every point.
monotone — smooth, monotone in x, passes through points (no overshoot;
best for lines). It assumes increasing x, so on a band — whose lower
edge is drawn right→left — it smooths the two edges asymmetrically; prefer a
symmetric curve for bands.
natural — smooth natural cubic spline, passes through points; symmetric
(direction-independent), so a good band curve.
basis — B-spline; smoothest and symmetric, but approximates (does not
touch points). The classic band/envelope curve.
Render-time path interpolation for a line / band — how the path is drawn between points, a pure view concern (it does not change the data; denoising is pond's
smooth(), upstream). Sparse aggregated bands look angular as a polyline; a curve smooths the path (RTC'sinterpolation).linear(default) — straight segments; passes through every point.monotone— smooth, monotone in x, passes through points (no overshoot; best for lines). It assumes increasing x, so on a band — whose lower edge is drawn right→left — it smooths the two edges asymmetrically; prefer a symmetric curve for bands.natural— smooth natural cubic spline, passes through points; symmetric (direction-independent), so a good band curve.basis— B-spline; smoothest and symmetric, but approximates (does not touch points). The classic band/envelope curve.step— right-angle steps.