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<dc:title xml:lang="en">The Land Of Bearing Shapes</dc:title>

  
<dc:description xml:lang="en">The Land of Bearing Shapes is neither entirely fictional nor real.
This work is a sample of one kind of digital world, with its laws and rules taken from the 3d world. Its construction however is based on my personal observations of matter, emotions, behaviors and games.
In the Land of Bearing Shapes, everything is already transformed into polygon meshes, though it might have once been built from NURBS.
Meshes can be modified, transformed and moved, but can not be changed in their root, reason or concept. Each operation, on each face, vertex and edge, has a performance cost and is calculated proportionally. Nothing comes for free, for elements existing as meshes.</dc:description>

  
<dc:description xml:lang="en">The Land of Bearing Shapes is neither entirely fictional nor real.
This work is a sample of one kind of digital world, with its laws and rules taken from the 3d world. Its construction however is based on my personal observations of matter, emotions, behaviors and games.
In the Land of Bearing Shapes, everything is already transformed into polygon meshes, though it might have once been built from NURBS.
Meshes can be modified, transformed and moved, but can not be changed in their root, reason or concept. Each operation, on each face, vertex and edge, has a performance cost and is calculated proportionally. Nothing comes for free, for elements existing as meshes.</dc:description>

  
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<dc:language>en</dc:language>

  
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<dc:creator>Zagraba, Agnieszka</dc:creator>

  
<dc:contributor>Haas, Liz</dc:contributor>

  
<dc:contributor>Bernhard, Luzius</dc:contributor>

  
<dc:contributor>Haas, Liz</dc:contributor>

  
<dc:contributor>Bernhard, Luzius</dc:contributor>

  
<dc:contributor>Haas, Liz</dc:contributor>

  
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