While analyzing the code from @roman-filippov, I simplified the code some. Here's a complete Swift playground version, and an ObjC version below that. 
I found that if x increments are not regular, then the original algorithm creates some unfortunate retrograde lines when points are close together on the x axis. Simply constraining the control points to not exceed the following x-value seems to fix the problem, although I have no mathematical justification for this, just experimentation. There are two sections marked as //**added` which implement this change.
import UIKit
import PlaygroundSupport
infix operator °
func °(x: CGFloat, y: CGFloat) -> CGPoint {
    return CGPoint(x: x, y: y)
}
extension UIBezierPath {
    func drawPoint(point: CGPoint, color: UIColor, radius: CGFloat) {
        let ovalPath = UIBezierPath(ovalIn: CGRect(x: point.x - radius, y: point.y - radius, width: radius * 2, height: radius * 2))
        color.setFill()
        ovalPath.fill()
    }
    func drawWithLine (point: CGPoint, color: UIColor) {
        let startP = self.currentPoint
        self.addLine(to: point)
        drawPoint(point: point, color: color, radius: 3)
        self.move(to: startP)
    }
}
class TestView : UIView {
    var step: CGFloat = 1.0;
    var yMaximum: CGFloat = 1.0
    var xMaximum: CGFloat = 1.0
    var data: [CGPoint] = [] {
        didSet {
            xMaximum = data.reduce(-CGFloat.greatestFiniteMagnitude, { max($0, $1.x) })
            yMaximum = data.reduce(-CGFloat.greatestFiniteMagnitude, { max($0, $1.y) })
            setNeedsDisplay()
        }
    }
    func scale(point: CGPoint) -> CGPoint {
        return  CGPoint(x: bounds.width * point.x / xMaximum ,
                        y: (bounds.height - bounds.height * point.y / yMaximum))
    }
    override func draw(_ rect: CGRect) {
        if data.count <= 1 {
            return
        }
        let path = cubicCurvedPath()
        UIColor.black.setStroke()
        path.lineWidth = 1
        path.stroke()
    }
    func cubicCurvedPath() -> UIBezierPath {
        let path = UIBezierPath()
        var p1 = scale(point: data[0])
        path.drawPoint(point: p1, color: UIColor.red, radius: 3)
        path.move(to: p1)
        var oldControlP = p1
        for i in 0..<data.count {
            let p2 = scale(point:data[i])
            path.drawPoint(point: p2, color: UIColor.red, radius: 3)
            var p3: CGPoint? = nil
            if i < data.count - 1 {
                p3 = scale(point:data [i+1])
            }
            let newControlP = controlPointForPoints(p1: p1, p2: p2, p3: p3)
            //uncomment the following four lines to graph control points
            //if let controlP = newControlP {
            //    path.drawWithLine(point:controlP, color: UIColor.blue)
            //}
            //path.drawWithLine(point:oldControlP, color: UIColor.gray)
            path.addCurve(to: p2, controlPoint1: oldControlP , controlPoint2: newControlP ?? p2)
            oldControlP = imaginFor(point1: newControlP, center: p2) ?? p1
            //***added to algorithm
            if let p3 = p3 {
                if oldControlP.x > p3.x { oldControlP.x = p3.x }
            }
            //***
            p1 = p2
        }
        return path;
    }
    func imaginFor(point1: CGPoint?, center: CGPoint?) -> CGPoint? {
        //returns "mirror image" of point: the point that is symmetrical through center.
        //aka opposite of midpoint; returns the point whose midpoint with point1 is center)
        guard let p1 = point1, let center = center else {
            return nil
        }
        let newX = center.x + center.x - p1.x
        let newY = center.y + center.y - p1.y
        return CGPoint(x: newX, y: newY)
    }
    func midPointForPoints(p1: CGPoint, p2: CGPoint) -> CGPoint {
        return CGPoint(x: (p1.x + p2.x) / 2, y: (p1.y + p2.y) / 2);
    }
    func clamp(num: CGFloat, bounds1: CGFloat, bounds2: CGFloat) -> CGFloat {
        //ensure num is between bounds.
        if (bounds1 < bounds2) {
            return min(max(bounds1,num),bounds2);
        } else {
            return min(max(bounds2,num),bounds1);
        }
    }
    func controlPointForPoints(p1: CGPoint, p2: CGPoint, p3: CGPoint?) -> CGPoint? {
        guard let p3 = p3 else {
            return nil
        }
        let leftMidPoint  = midPointForPoints(p1: p1, p2: p2)
        let rightMidPoint = midPointForPoints(p1: p2, p2: p3)
        let imaginPoint = imaginFor(point1: rightMidPoint, center: p2)
        var controlPoint = midPointForPoints(p1: leftMidPoint, p2: imaginPoint!)
        controlPoint.y = clamp(num: controlPoint.y, bounds1: p1.y, bounds2: p2.y)
        let flippedP3 = p2.y + (p2.y-p3.y)
        controlPoint.y = clamp(num: controlPoint.y, bounds1: p2.y, bounds2: flippedP3);
        //***added:
        controlPoint.x = clamp (num:controlPoint.x, bounds1: p1.x, bounds2: p2.x)
        //***
        // print ("p1: \(p1), p2: \(p2), p3: \(p3), LM:\(leftMidPoint), RM:\(rightMidPoint), IP:\(imaginPoint), fP3:\(flippedP3), CP:\(controlPoint)")
        return controlPoint
    }
}
let u = TestView(frame: CGRect(x: 0, y: 0, width: 700, height: 600));
u.backgroundColor = UIColor.white
PlaygroundPage.current.liveView = u
u.data = [0.5 ° 1, 1 ° 3, 2 ° 5, 4 ° 9, 8 ° 15, 9.4 ° 8, 9.5 ° 10, 12 ° 4, 13 ° 10, 15 ° 3, 16 ° 1]
And the same code in ObjC (more or less. this doesn't include the drawing routines themselves, and it does allow the points array to include missing data
+ (UIBezierPath *)pathWithPoints:(NSArray <NSValue *> *)points open:(BOOL) open {
    //based on Roman Filippov code: http://stackoverflow.com/a/40203583/580850
    //open means allow gaps in path.
    UIBezierPath *path = [UIBezierPath bezierPath];
    CGPoint p1 = [points[0] CGPointValue];
    [path moveToPoint:p1];
    CGPoint oldControlPoint = p1;
    for (NSUInteger pointIndex = 1; pointIndex< points.count; pointIndex++) {
        CGPoint p2 = [points[pointIndex]  CGPointValue];  //note: mark missing data with CGFloatMax
        if (p1.y >= CGFloatMax || p2.y >= CGFloatMax) {
            if (open) {
                [path moveToPoint:p2];
            } else {
                [path addLineToPoint:p2];
            }
            oldControlPoint = p2;
        } else {
            CGPoint p3 = CGPointZero;
            if (pointIndex +1 < points.count) p3 = [points[pointIndex+1] CGPointValue] ;
            if (p3.y >= CGFloatMax) p3 = CGPointZero;
            CGPoint newControlPoint = controlPointForPoints2(p1, p2, p3);
            if (!CGPointEqualToPoint( newControlPoint, CGPointZero)) {
                [path addCurveToPoint: p2 controlPoint1:oldControlPoint controlPoint2: newControlPoint];
                oldControlPoint = imaginForPoints( newControlPoint,  p2);
                //**added to algorithm
                if (! CGPointEqualToPoint(p3,CGPointZero)) {
                   if (oldControlPoint.x > p3.x ) {
                       oldControlPoint.x = p3.x;
                   }
                //***
            } else {
                [path addCurveToPoint: p2 controlPoint1:oldControlPoint controlPoint2: p2];
                oldControlPoint = p2;
            }
        }
        p1 = p2;
    }
    return path;
}
static CGPoint imaginForPoints(CGPoint point, CGPoint center) {
    //returns "mirror image" of point: the point that is symmetrical through center.
    if (CGPointEqualToPoint(point, CGPointZero) || CGPointEqualToPoint(center, CGPointZero)) {
        return CGPointZero;
    }
    CGFloat newX = center.x + (center.x-point.x);
    CGFloat newY = center.y + (center.y-point.y);
    if (isinf(newY)) {
        newY = BEMNullGraphValue;
    }
    return CGPointMake(newX,newY);
}
static CGFloat clamp(CGFloat num, CGFloat bounds1, CGFloat bounds2) {
    //ensure num is between bounds.
    if (bounds1 < bounds2) {
        return MIN(MAX(bounds1,num),bounds2);
    } else {
        return MIN(MAX(bounds2,num),bounds1);
    }
}
static CGPoint controlPointForPoints2(CGPoint p1, CGPoint p2, CGPoint p3) {
    if (CGPointEqualToPoint(p3, CGPointZero)) return CGPointZero;
    CGPoint leftMidPoint = midPointForPoints(p1, p2);
    CGPoint rightMidPoint = midPointForPoints(p2, p3);
    CGPoint imaginPoint = imaginForPoints(rightMidPoint, p2);
    CGPoint controlPoint = midPointForPoints(leftMidPoint, imaginPoint);
    controlPoint.y = clamp(controlPoint.y, p1.y, p2.y);
    CGFloat flippedP3 = p2.y + (p2.y-p3.y);
    controlPoint.y = clamp(controlPoint.y, p2.y, flippedP3);
   //**added to algorithm
    controlPoint.x = clamp(controlPoint.x, p1.x, p2.x);
   //**
    return controlPoint;
}