   Smooth
  Hey guys,Do you know an algorithm to smooth an object with non-uniform faces(different size) but able to generate a result with fixed size faces?The only algorithm I see for this stuff is tesselation carring on subdividing edges until anyone is smaller than a specified size. However, it should be possible to convert this uniform vertex list into a patch of fixed size quad. Arno.   
  In the graphics APIs you have NURBS and custom shaders.  These can produce pixel-level accuracy for rendering curves and surfaces but have a slight performance overhead.  The benefit is that they don't compute much more than they need and they are computed at runtime.If you are precomputing, then I believe the only viable option is a subdivided surface as you described.   