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Biting Off More than I Can Chew - A Journey in Second Life Photoshop Education

Sapphire Jetaime | Commentary, Education | Monday, 05 November 2007

bitesmaller.jpgClass 5 in my Second Life Photoshop class. In response to what I thought was a simple question, I was completely overwhelmed by the answer.

[11:15] Katya Koolhaas: At the high-end, where one is willing to trade-off higher rendering times for increased image quality and precision, smooth surface representations such as Bézier patches, NURBS or Subdivision surfaces are used. One can however achieve a smooth surface rendering from a polygonal mesh through the use of shading algorithms such as Phong and Gouraud.

All I can say is Eeeeeeeek!!!!!!!!!!!