I am currently studying computer graphics and OpenGL on my own and reading about tesselation. In the book OpenGL SuperBible by G. Sellers, the following is said: "Tesselation in OpenGL works by breaking down high-order surfaces known as patches into points, lines, or triangles." To be honest, the term high-order surface is too abstract for me.
Hence my question: What is the rule to qualify a geometry as a high-order surface?