For high poly counts, if you were to clip against each tessellated poly, that would get quite slow. That's why I think the obvious way is to find the theoretical intersection between patches and 3D lines. Now the problem is finding that intersection efficiently. I was thinking of using the Newton-Rhapson technique, but that would be quite expensive. I'll probably have to read more papers on raytracing bezier patches before I can find the quickest way.
Any comments welcome.
I redesigned my web site weeks ago, and it's been gathering up dust on my hard disk until a few days ago. I've finnaly got it up and running now. You can find it here . This document may not be reproduced in any way without explicit permission from the author and flipCode . All Rights Reserved.