\( \newcommand{\vecIII}[3]{\left[\begin{array}{c} #1\\\\#2\\\\#3 \end{array}\right]} \newcommand{\vecIV}[4]{\left[\begin{array}{c} #1\\\\#2\\\\#3\\\\#4 \end{array}\right]} \newcommand{\Choose}[2]{ { { #1 }\choose{ #2 } } } \newcommand{\vecII}[2]{\left[\begin{array}{c} #1\\\\#2 \end{array}\right]} \newcommand{\vecIII}[3]{\left[\begin{array}{c} #1\\\\#2\\\\#3 \end{array}\right]} \newcommand{\vecIV}[4]{\left[\begin{array}{c} #1\\\\#2\\\\#3\\\\#4 \end{array}\right]} \newcommand{\matIIxII}[4]{\left[ \begin{array}{cc} #1 & #2 \\\\ #3 & #4 \end{array}\right]} \newcommand{\matIIIxIII}[9]{\left[ \begin{array}{ccc} #1 & #2 & #3 \\\\ #4 & #5 & #6 \\\\ #7 & #8 & #9 \end{array}\right]} \)

Quiz

  1. Does "low poly" also refer to an object whose approximation involves a relatively low number of polygons?

    Yes, that's right.

  2. Could you explain more about the 2 surface normals from polyhedral vertex and why that is the case? Is it due to their structure being "flatter" and sharp rather than almost smooth?

    Great question! It's easy to think of two vertices that have the same spatial location as being the same vertex, but they aren't. They are corners of different triangles, and those triangles are facing different ways, so the two vertices have different normals.

    If we want smooth shading, we replace the different normals at a single spatial vertex with their average, and then we use the new average normal as we compute colors across the surface.

    Doing this means that the colors will gradually transition from facet to facet, giving us a smooth appearance.