Billy Idol
Legend
Yeah, nice overview, although a bit old by now
The Catmull-Clark scheme is the industry standard for movie VFX and animation, although different renderers implement different kinds of UV smoothing, which can cause some confusion.
DX11 tesselation is a completely different approach, because it's not using discrete levels of subdivision, it adds new vertices continuously.
Do you have some actual references (links?) about how the DX11 tesselation scheme/algorithm works?