Tag Archives: tests

Telescape – The Room + Story WIP

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above more of an atmospheric render test from cinema4d

ACT I: A condensed version of what I read as an intro in studio where we are moving from spaces inside the screen to set up the argument [exhibit, billboards and the War 20 000 hrs / 800hrs]

Screen_Test_12

 

Part Narration / part screenplay description:

ACT II:

The Built envirnment is all Surface we zoom out to see the whole telescape (part of the image above but with activated screens)

The future of the architect is curator of the world – master story-teller.

In a hyper-mediated world public spaces are taken over by vast structures – Telescapes – An infrastructural framework that has no purpose other than powering architecture’s ultimate medium – surface.

The recorded world and it’s image fall-out are the material of the Information age feeding the surfaces of the Telescape. Space on either side of the gargantuan surfaces is irrelevant – a mere plinth for bodily existence to flow past – the surface is our only aesthetic nourishment – these aesthetics however defy every design convention in an age where time and scale are useless. The only rules are: the spectacle = beauty, the boring = ugly. From wars to cat videos, fact or fiction, the appeal of the visual content only matters in it’s delivery and it’s apparatus of display – the surface.

The volumes of the city lie in tedium – stacks of un-editable space, vessels of the population whose gaze is always beguiled by the Telescape.  

ACT III:

Fluid Surface – conclusion reinforcing the argument

The spectators stare at the Telescape’s surfaces, twinkling stars of light glow amidst the gilded ornaments framing the spectacles. Clusters of people gather closer to where their reflections occupy a display. Few are physically there, awe-struck by the shear scale of it all– others experience it from home – they watch the surfaces from another surface. (the neflix living room expirience)

A girl walks up to the surface and reaches out, her hand suspended in space seemingly too far to actually reach the display – until the very air separating them ripples.

Skin, eyes, fabric, are slowly consumed by liquefied media – when the surface transcends the screen into an overly for just about every from.

Architecture no longer deals with volume – the outside is always shown on the inside and vice versa – The Telescape is fluid covering everything – interior is exterior is interior – all hail surface!

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Infinite Landscape and a Teaser

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The Fargo “This is a true story”  text is apparently justified to the left in the 90s movie, the recent series is a bit more playful with how the each part appears.

Teaser of the Video I’m working on based on an 8 – 32 square grid which I expand or contract within its framework to make the grid less visually rigid and more of a guide.

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Below Is the set-up for the infinite Landscape in an hexagonal configuration:

Time-lapse of testing the mirror and landscape set-up (shot from behind the Two-Way mirror)

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Photoscan Tests

These are some very preliminary tests with photogrammetry from open-source images, using tourist photos to reconstruct 3D models of some of the world’s most photographed sites (just for ease with initial tests). I don’t know how useful this technique will be for the future of the project, I just thought I’d start getting to grips with its limitations and potentials – the software I’m using is Agisoft’s Photoscan.

161013_st-pauls_postSt Paul’s Cathedral – Sampled via 100 Flickr images

It seems to demonstrate the effect I was talking about last tutorial with the most photographed elements being the most clearly defined. The distortions in the image seem to be caused where the software fails to properly align cameras/guess lens lengths.

161013_statue-of-liberty_postThe Statue of Liberty – Sampled via 200 Google Images

161013_tower-bridge_postTower Bridge – Sampled via 100 Google Images

161013_room_postMy Flat – Sampled via 60 photos taken on DSLR (Fixed lens length & lighting)

Obviously a Photoscan done with images intended to help build a 3D model results in a scene with considerably more detail and accuracy, although having done these experiments I think it is potentially more interesting to investigate the strange anomalies produced where the algorithm gets it wrong.

 

 

 

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