rendering and “photorealism”10 principles of 3d photorealism: 1. clutter and chaos 2....

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Rendering and “Photorealism”

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Page 1: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Rendering and “Photorealism”

Page 2: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

The Treachery of Images (1928-9), Rene Magritte

This is not a pipe.

Page 3: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

photorealism - art movement of the 1960s and 70s

Big Self-portrait (1968), Chuck Close

Page 4: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

REALITY REPRESENTATION

photograph paintingperson

Page 5: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

“photo-realism” - intention of most 3D rendering

http://www.asai.org/

Page 6: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

REALITY REPRESENTATION

photographbuilding

3D model rendering

Page 7: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

“Synthetic computer-generated imagery is not an inferior representation of our reality, but a realistic representation of a different reality.”

- Lev Manovich (2001), The Language of New Media

Page 8: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

REALITY REPRESENTATION

photographbuilding

3D model rendering

REALITY REPRESENTATION

photographbuilding

3D model rendering

Page 9: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

3D MODEL

INTERFACE

Where does this fi t in “The Arrested Image”?

Page 10: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

The successive phases of the image:

1. It is the refl ection of a basic reality.

2. It masks and perverts a basic reality.

3. It masks the absence of a basic reality.

4. It bears no relation to any reality whatever: it is its own pure simulacrum.

Jean Baudrillard, Similacra and Simulation, 1985

Page 11: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Ray Winstone

2000 - reality 2007 - representation?

Page 12: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

rotoscoping

Waking Life, Richard Linklater, 2001

Page 13: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

rotoscoping

http://www.youtube.com/watch?v=RMWXyEHoN88

“Take on Me” music video, a-ha, 1985

Page 14: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

1

3

2HIDDEN-SURFACE VIEW - produces a raster imageie: “PAINTER’S ALGORITHM”

relatively fast process yielding bitmap data by sorting and drawing visible polygons from furthest back to fur-thest forward in the picture plane

3 visible planes

HIDDEN-LINE VIEW - produces a vector image

slow process yielding coordinate data by determining where opaque polygons “cut” lines and edges

17 visible line segments 6 hidden line segments

WIREFRAME VIEW

Page 15: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

3D RENDERING

Real-time rendering: for interactive media (games, simulators, modeling pro-grams), usually polygonal and not intended to be photo-realistic

Non-real-time rendering (prerendering): used in feature fi lms and architectural competitions, photo-realistic renders employ one of the following techniques:

- scanline rendering - considers the objects in the scene and projects them to form an image with no facility for generating a perspective effect

- ray tracing - considers the scene as observed from a specifi c point-of-view, calculating the observed image based only on geometry and very basic opti- cal laws of refl ection intensity

- radiosity - uses fi nite element mathematics to simulate diffuse spreading of light from surfaces

- unbiased - rendering equations based on physical equations of light transport

Page 16: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

10 Principles of 3D Photorealism:

1. Clutter and Chaos

2. Personality and Expectations

3. Believability

4. Surface Texture

5. Specularity (Refl ectivity)

6. Dirt, Dust, and Rust

7. Flaws, Scratches, and Dings

8. Beveled Edges

9. Object Material Depth

10. Radiosity

- Bill Fleming (1998), 3D Photorealism Toolkit

Page 17: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

marketing

Harvard University Northwest Science Building, SOM

Page 18: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

marketing

http://www.asai.org/

Page 19: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

marketing

http://www.thechicagospire.com/

Page 20: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

atmosphere

“Regardless of their design philosophy, architects try to capture the less tangible effects of a construction, waving their hands around representa-tions of their projects like impassioned spiritualists, drawing invisible lines of force and predicting the arrival of certain intangible qualities.”

“The viewer of the drawing is meant to experience something of the building’s atmosphere. Drawings are atmosphere simulators and even the most abstract lines produce sensuous, unpredictable effects.”

- Mark Wigley (1998), “The Architecture of Atmosphere,” Daidalos 68

Page 21: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Frank Lloyd Wright (1935)Fallingwater, perspective

Page 22: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Frank Lloyd Wright (1952)Price Offi ce Tower, perspective

Page 23: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Frank Lloyd Wright (1939)Georges Sturges House perspective

Page 24: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Frank Lloyd Wright (1945)“The Wave” House, perspective

Page 25: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

You Ling Lim, Thesis 2007Orchestrating the Death of an Architecture

Page 26: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)
Page 27: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)
Page 28: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)
Page 29: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Case Study House REDUX

Page 30: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

QUIZ 9

Page 31: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Diller, Scofi dio, & Renfro, with Field OperationsThe High Line (to be fi nished 2008-9)

Page 32: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)
Page 33: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)
Page 34: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Lewis, Tsurumaki, Lewis (2001)Fremont Hotel - Prototype Room

Page 35: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Lewis, Tsurumaki, Lewis (2004)Park Tower (speculation)

Page 36: Rendering and “Photorealism”10 Principles of 3D Photorealism: 1. Clutter and Chaos 2. Personality and Expectations 3. Believability 4. Surface Texture 5. Specularity (Refl ectivity)

Ball Nogues Studio (2006)Lexus Environmental Advertisement