Pixar releases their patented subdiv libraries

The Paper DrAlta posted was not about classic subdivision. It shows a way to calculate surface positions without calculating additional geometry. Obviously not very helpful for rasterization, but could be very handy for raytracing (i.e. finding intersection points of a mesh without subdividing it, basicly giving you a render that looks like infinite subdivisions, without using any sort of smooth shading). At least if i read it correctly, just skimmed through it quickly.