After a general review of all the math algorithms and basic geometries, I have implemented procedural generation of most geometric primitives, including Cube, Rounded Cube, Sphere, Torus, Cone, Cylinder, Arc, Plane and more.

I implemented the algorithm to generate extruded 3D models from 2D splines with contour and holes, so now it's possible to create 3D models from SVG shapes. With few lines of code, it's possible to convert splines into polylines, tessellate them into triangles and then create the extruded model.
The tessellator can generate triangles from contours, holes and intersecting contours, finding always the best solution.
In the picture, you can see a shape made of rounded rectangles, with holes intersecting with the external contour. You can do the same with any kind of shape, even importing from SVG format.
This work can be used as a basis to support path rendering with the GPU with Vulkan libraries, or for building 3D scenes managed by the 3D engine for graphics applications or games.