Haven’t you ever gotten tired of all the triangles needed to render high detail sculpts and models? Sometimes I wonder if there is a better way than the geometry-based approach we are used to. High poly counts make for slow renders and limited detail levels. If there was another way to do it I would use it. A while ago I came up with the idea to use spline based modeling and rendering. Instead of having lots of triangles it would feature smooth surfaces that had no resolution built into it so any curved surface would be just that - a curve, not a geometry. The idea is to use splines to represent the model, kinda like subsurf modeling in how you control it, but based on mathematical curves instead of geometry. This would massively speed up renders and allow insane amounts of detail with no render cost.

So my idea would use spline-based modeling with infinite levels of detail which would be rendered by a special renderer that renders curves instead of triangles. It would literally calculate the shading of the surface based on the angle of the surface to the camera at that point for each pixel. This would require a specially built renderer that renders curves instead of geometry. Has anyone else ever thought of this idea? Is it feasible?

The system would have special controls for edge sharpness and weight much like subsurf modeling in Blender. It would be a radically new system for modeling and rendering. Tell me what you think in the comments below!