The course will address various topics within the field digital imagery and CG production. By introducing advanced tools and techniques and through productive experimentation we will also address the ongoing discussion around the digital realm, image sciences and the iconic turn. Students are invoked to further develop their technical abilities as well as define/refine an attitude towards their style of visual communication.
Task one is about the composition of an artifact within a physical landscape. We will learn how to submerge virtual content into a “real” environment. Techniques used are mainly based on 2D composition a.k.a. Photoshop and some basic 3D render output. We find methods tools for image composition, color corrections, visual effects and grading. We will discuss the impact generated imagery within the realm of architectural communication.
The aim of the second task is questioning reality by the means of CGI. Based on our (visual) perception apparatus we tend to accept imagery as “real” when certain criteria are fulfilled. What are these criteria? What are the Tools to achieve “realism”? How close can we get to an underlying “original”?
We will register and reconstruct a “real” human scale situation, render it , and compare the outcome with its original counterpart.
To accomplish:
Like in Task One: I want to see you in person during my course, all stages marked (*) need to be presented!
Q: Can i submit my personal work without joining the seminar?
A: No. There is no way just submitting “some work”.
Q: Do you check attendance during the seminar
A: Yes.
Q: Do i need to be an “arch viz expert” to join the course?
A: No.
Q: Do I need to finalize my work within the same semester.
A: Yes.
Projects:
Sci Fi vision by Thomas Dubois (a project byThomas Dubois)
Gamma by Factory 15
Kisho Kurokawa’s 1972 Nakagin Capsule Tower in Tokyo
Viz Studios:
mir.no
Websites related to archviz:
http://www.ronenbekerman.com/
http://www.cgarchitect.com/
http://www.zarria.net/nrmphoto/nrmphoto.html Gives you a better understanding how normal maps are made.