Pixar has originally developed Catmull-Clark in order to get the best of both worlds from B-patch surfaces and polygons. They get the arbitrary mesh construction and the ability to treat the subdivided surface as patches and use their pre-existing approaches with it.
The key thing here is that PRMan dices up everything into micropolygons for shading and rendering. So they don't have to deal with tesselation because they already have something better.
There are other ways to render C-C subdivs, for example the pretty much #2 renderer Mental Ray has various tesselation options that can take view-dependency into account. It's not as memory and speed efficient as micropolygons, though.
Browsing through the recent Nvidia and AMD presentations has given me the same impression that you got, by the way - their approach is based on what's easier and more efficient to implement. They work with triangles and they need a continous tesselation method... so they have their reasons. Also, PRMan doesn't have to care about stuff like switching between resolutions because they sample the hell out of any pixel so they never get any popping. But in real-time engines this is still a luxury.
But the content creator side doesn't want to walk down this path of adding a new approach and having to re-develop and re-learn a lot of tools and tech and such. We'll see if anyone's willing to jump the gun but I really doubt it. We'll get the occasional sponsored game with support, just as with Truform and the rest, and then the rest will keep on waiting for Catmull-Clark stuff. Maybe Larrabee will help, I recall perhaps Tim Sweeney talking about such stuff at an Intel presentation?...
The key thing here is that PRMan dices up everything into micropolygons for shading and rendering. So they don't have to deal with tesselation because they already have something better.
There are other ways to render C-C subdivs, for example the pretty much #2 renderer Mental Ray has various tesselation options that can take view-dependency into account. It's not as memory and speed efficient as micropolygons, though.
Browsing through the recent Nvidia and AMD presentations has given me the same impression that you got, by the way - their approach is based on what's easier and more efficient to implement. They work with triangles and they need a continous tesselation method... so they have their reasons. Also, PRMan doesn't have to care about stuff like switching between resolutions because they sample the hell out of any pixel so they never get any popping. But in real-time engines this is still a luxury.
But the content creator side doesn't want to walk down this path of adding a new approach and having to re-develop and re-learn a lot of tools and tech and such. We'll see if anyone's willing to jump the gun but I really doubt it. We'll get the occasional sponsored game with support, just as with Truform and the rest, and then the rest will keep on waiting for Catmull-Clark stuff. Maybe Larrabee will help, I recall perhaps Tim Sweeney talking about such stuff at an Intel presentation?...