Parallel Dimensions and Methods: Research and the Creative Process
It is in the nature of human-kind to question his/her existence in space as well as in time. Even as life evolves from infancy we tend to "know" while in parallel we do not. We learn and with new information our perception of the way things are or how to proceed is altered.
At one time the world was flat - now it is round. That has been the general consensus for quite some time. This "discovery" had revolutionary consequences for the development of humanity. Another example is Einstein's theory of relativity, once again initiating a shift in how reality was perceived.
I asked George Sparling to submit an article about his research, being as it deals with a subject that computer graphics practitioners think about daily, namely space and time. Although what George writes about is confusing to most of us, graphic representations helps us intuit (what his article implies) in our perpetual state of "knowing but not knowing" and what the impact of parallel dimensions could have for the future of humanity. What ever the implications, it is in the nature of the creative process to find new methods to resolve problems.
James Dargie, currently a CG Supervisor/Director at Electronic Arts Los Angeles has submitted a fascinating article about parallel methods used in 3D modeling for both feature films and video games. His many years of experience give him the ability to explain clearly what approaches are similar and what are different when producing assets for movies and games. This will be of interest to any aspiring or professional artist that is in the business of creating 3D models.
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Hans Westman
Editor