We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, which up to this point has only been applied to parametric patches. While mesh representations designed for a CPU often involve pointer-based structures and irregular per-element storage, neither of these is well-suited to GPU execution. To solve this problem, we use a simple yet effective data structure for representing a subdivision mesh, and design a careful algorithm to update the mesh in a completely parallel manner. We demonstrate that in spite of the complexities of the subdivision procedure, real-time tessellation to pixel-sized primitives can be done. Our implementation does not rely on any approximation of the limit surface, and avoids both subdivision cracks and T-junctions in the subdivided mesh. Using the approach in this paper, we are able to perform real-time subdivision for several static as well as animated models. Rendering performance is scalable for increasingly complex models.