I've made some progress integrating another somewhat older patch. For anyone interested check out:
https://github.com/logzero/vdrift
The idea is to interpolate track mesh geometry to get a smooth surface using cubic interpolation for contact position and quadratic interpolation for the normal derived from triangle mesh vertex and normal data.
The code in the fork is already using this interpolation overriding road patch values. When finished this would make road patch interpolation and hopefully road tracing obsolete. A track could be defined as a list of road meshes(segments).
Issues:
At the moment code is used for wheel rays only. Car collision shape and especially car wheel cylinders are still colliding with non-smoothed geometry leading to collision artifacts.
Tracks might have to be checked for broken/skewed normals. I've already run into one on ruudskogen.
I've added some code to visualize triangle control points edges and normals(left front wheel):