I came across a 2004 thesis paper that I'd not seen that is a "little" relevant 
to our current development efforts:

http://dcgi.felk.cvut.cz/home/havran/ARTICLES/EfremovMasterThesis.pdf

His method is actually the classic decomposition of NURBS surfaces into sets of 
Bezier patches, which we intentionally avoid for ray tracing, but still 
interesting for other reasons.  Starting around page 37 is a nice summary of 
literature through about 2001, where he stops (there was substantial progress 
on fast direct evaluation in 2006, not based on Bezier patches, which is where 
started caring).

Chapter five talks about converting NURBS to Bezier patches, which may still 
prove useful for the overlapping domain that Wu recently remarked but even the 
discussion about his acceleration structure is relevant to our ray tracing.   
We don't want to chop up the surfaces, but it is a potentially helpful for 
optimization and acceleration structure insights.

Cheers!
Sean


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