Original Post
Is there a good, fast way to calculate the intersection between a cubic Bezier patch and a ray, without making the bezier into mesh and generating a quadtree of bounding boxes (with quads as leaves)? Google hasn't been my friend in this regard. The SSX article on Gamasutra about their terrain mentions that doing collision against bezier patches is mathematically simple, but they don't touch on that part of things (not in the article's scope). That method works and all, but it's a bit memory hungry. Any suggestions? Thanks much, Josh