Real-Time Procedural Texturing Techniques Using MMX is equally applicable to WMMX and XScale processors (or perhaps with Neon instructions and a bit of modifications). Definitely worth a view on a bandwidth saving technique.
In this article, Ronen Zohar contributes his technique for Tessellation of 4×4 Bezier Patches. This technique allows us to leverage higher order surface models (keeping data sets small). Since most hardware is triangle (or even quad) based, the tessellation is a required preprocessing step to feeding the pipeline.