Review of what is modelling in computer graphics. Different ways to model (procedural, non-procedural), different ways to store the model (mesh-based, parametrically-based (eg. nurbs), volumetric, isosurfaces, pointclouds, etc), and how that impacts how operations are developed and applied. Discuss how vertex shaders can be used for modeling/tweaking models.

Also explores different scene graph pipelines as it relates to the different implementation types.

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