Being a 3D artist this does interest me. I use Modo, Maya, Zbrush, and Mudbox frequently and subd standard is very useful. Does your intended implementation share subdivision order Pixar's spec? Does UV smoothing result in identical UV borders?
Pixar compatibility is not a feature I intend to code myself, however anybody who wants to take it on is welcome. The World Welder meshing API is clean, powerful, efficient and nice to work with. Currently, there is no UV interpolation in the subdivision algorithms at all, that work is upcoming. Any acceptable interpolation must produce identical UV at matching borders, anything else is a bug.
Open-source subdivision technology originating from Pixar sounds like a wonderful thing that could alleviate some of the problems I mentioned. After all it's coming from the source of subdivision technology. Catmull Clark subdivision was created by Ed Catmull of Pixar and Jim Clark, co-founder of Silicon Graphics.
To tell the truth, Catmull-Clark was the first and worst of the crop of modern subdivision algorithms. It has terrible behavior when valence varies, and valence does vary a lot in many practical situations. On the whole, Root3 kicks Catmull-Clark to the far side of the moon in terms of predictable behavior, tolerance of a wide variety of mesh topologies, and unlumpy, uncrinkled results. Root3 actually has a pretty carefully considered mathematical basis whereas Catmull-Clark is more like mathematical goulash, with its blending constants basically pulled out of thin air. Its main redeeming quality is, it has been implemented a lot, a lot of artists have learned to work around its nasty bugs, and as you allude to, you can **sometimes** port meshes between different tools. I don't care about it a whole lot, but anybody who does is welcome to send patches.
I guess my point in mentioning all this is that I hope what you are working on is capable of accommodating these kinds of needs, otherwise I and many other artists may not be able to use it due to workflow additions. Although it's very cool and I'd love to hear more about what you are doing.
Points noted. I will not do this particular work myself but I will place it in a respectable position on the todo list for potential contributors. I'm actually more interested in pushing forward with the kind of modeling that will make you not want to bother with the proprietary tools you mentioned. Do be sure to check out the demo pictures and ask yourself whether Maya can even do some of those things in any reasonable way.