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








