Algorithms for drawing smooth curves and surfaces are well-known but may be too expensive in CPU
time to use for certain high speed interactive graphics applications. This paper looks at some new
geometrically-based smoothing algorithms that arrive at the final smooth curve or surface after the
application of an infinite number of iterations of the algorithm using subdivision refinement. When CPU
time is scarce low iteration counts can be used to provide an acceptable level of approximation of
smoothness and when CPU time is more plentiful higher levels of iteration can be applied for greater
visual smoothing accuracy.