Quote Originally Posted by Lightman View Post
Link me to them please. Because no one is using curves to describe objects (models) in games. Unfortunately hardware haven't got there yet.
You're looking in the wrong places DX11 supports higher order surfaces such as Bezier curves to describe objects for tessellation.

Microsoft Presentation

You can then use various subdivision techniques like Catmull-Clark in your hull shader. It works on quad meshes, one of the new primitives in DX11.

Catmull-Clark
DX11 Tessellation Overview

TruForm and Tesselation are not the same, but they are doing same thing. Difference is that Tesselation gives you much greater control of what you can do to surfaces. It is like shader model to fixed function.
It's much worse than that, Truform just blindly tries to smooth everything out. Which obviously is not what you want. That was one of the big reasons it wasn't adopted, it's only useful for smooth, round surfaces.