OpenSubdiv supports conversion of an input control polyhedron into such patches that describe the limit surface (on CPU and GPU).
But AFAIK it will generate a variety of patch types (not just regular b-spline) to accurately represent extraordinary vertices and non-quad base faces.[1]
In general such representations are hard to manipulate. Stitching cubic patches ensuring C2 or C3 continuity is how we did organic modeling before the advent (or re-discovery, rather) of subdivision surfaces.
E.g. the dinosaurs in "Jurassic Park" were modeled from stitched NURBS patches.
But AFAIK it will generate a variety of patch types (not just regular b-spline) to accurately represent extraordinary vertices and non-quad base faces.[1]
In general such representations are hard to manipulate. Stitching cubic patches ensuring C2 or C3 continuity is how we did organic modeling before the advent (or re-discovery, rather) of subdivision surfaces.
E.g. the dinosaurs in "Jurassic Park" were modeled from stitched NURBS patches.
[1] https://graphics.pixar.com/opensubdiv/docs/bfr_overview.html