Bézier patch best method


I implement bézier patchs in my 3d engine and I want in the future to move control points in real time, so the patch tesselation must be the fastest as possible. I know two method to do it : the “classic” method, and the subdivision method. I would like to know if a another method exists or which one is the fastest.


I have a cubic bezier patch tesselator that runs at about 650,000 Points/Sec with normals for lighting, and 1,500,000 Points/Sec without normals on my PIII 733. I use precalculated basis functions, without any central differencing or subdivision tricks.

I think it could be optimized a bit more, but if you want the source, email me.


Also, if anybody is interested, I have written some code for Triangular Bezier patches.

I can’t figure out the continuity rules between adjacent patches, and my code is pretty messy and slow, but if they would be of use, I’d be happy to give that away as well.


I’d really like to see that cubic bezier patch tesselator from you…

(of course you’ll get the credits if I use it in my own stuff)