Did you know this is how modern computer graphics processors render interesting surfaces nowdays - it takes too much GPU/CPU cycles to compute the curved surface / geometry of the dip then shade it with lighting - instead you use a rough and ready shader program to add some darkness as you approach key points - in this case the the division between bands - basically spoofing the shadow without having to work out the geometry of a curved surface.... anyway sorry for the geekfest but I was particularly impressed with how a real world mechanical artistic process seems to optimise processing in the same way cutting edge 3d and games apps do on PCs and consoles :)
Tuesday, 30 April 2013
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