Architectural Visualization in the 21st Century Referenced

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ARCHITECTURAL VISUALIZATION IN THE 21 ST CENTURY REFERENCED



ARCHITECTURAL VISUALIZATION IN THE 21 ST CENTURY REFERENCED


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INTRODUCTION

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REDEFINING EXPERIENCED REALITY

Democratizing architectural experiences with modern technology. Architecture has been inherent to society since the beginning

power that architecture tends to have to bend entire

of civilization. Some might argue that the earliest forms of

civilizations to their desires. As early as the Sumerians,

architecture marked the beginning of society: alongside our

architecture has been used to shape religious thinking

ability to maintain a stable supply of food via agriculture,

and goals. It has aided in establishing rulers as god-

the earliest huts and walls allowed humans to gather

kings and allowed wealthy families to permanently

in societies. Communities soon grew larger; cultures,

stamp their ideals into the very landscape.

traditions, and styles could develop in lasting ways.

Since nearly the beginning of human history, the costs

Eventually, cities began forming and civilization as we

associated with architecture have put it exclusively in the

understand it slowly emerged.

hands of the wealthiest classes, as those individuals are

All of this was only possible, because at some point in

the only ones who can sustain such an undertaking to

human history people began to figure out that they could

completion. Paradigm shifts in architectural style require

design structure. Things that through their style, materials,

the presence of a wealthy progressive who does not want

and execution of intended function could begin to shape

another neo-classical, summer hide-away; and even

and even represent the lives of those surrounded by these

then, those clients, ultimately, direct the outcome. The

entities. The combination of physical structures and their

architects only have so much say over what actually occurs

cultural impacts is what came to be known as architecture.

between concept and construction. We see examples of this

Architecture provided safety and shelter, ways to organize

problem throughout history: in ancient times our greatest

communities, and monuments to human triumph and

architectural achievements were always temples; palaces;

worship. These incredible objects became—very quickly—an

or monuments to gods, kings, and god-kings. And, frankly,

art form at the core of human experience. They had the

this trend continued well into the Dark and Middle Ages.

power to shape minds and souls: some architecture has

It was not until the Renaissance that we began to see

gone so far as to help in establishing an era’s academic

architectural revolutions directly applied to residential

systems, religions, and philosophies.

or communal structures—rather than strictly trickling

That’s a powerful thing, the ability to sculpt a culture

down from updates to style in religious sites. And most of

with the construction of an object. And it was not long

those developments were still dictated by the whims of the

before leaders and wealthy classes began using the

wealthy families. Just look at Florence, Italy: one of the


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INTRODUCTION

best, early examples of widely applied

utopian city plans. For better or worse,

again, unlike more traditional art

architectural revolution was controlled

most of any architect’s work never

forms a building cannot be merely

across an entire province almost

leaves the drafting tables. Those are

sent around on an exhibition tour.

exclusively by the Medici family.

volumes of human history and culture

Even if an architect finds a wealthy

that deserve to be experienced as

progressive to fund their ideas, only

limitations to architectural design,

the artists envisioned them; but the

a (proportionately) small number

countless ideas from some of our

economic constraints of producing a

of people will ever usually see the

greatest thinkers have been lost to

building prevent most of these visions

piece, because it is anchored to some

history: no one will ever experience the

from ever being realized.

specific location in the world. So,

As a result of these practical

Cenotaph to Isaac Newton or either of Le Corbusier or Frank Lloyd Wright’s

The underlying problems of

these grand testaments to human

architecture do not stop there:

experience finally get constructed

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PREVIOUS: Collins Arch (MR.P Studios); CENTER: Meteora (Tresde Studio)


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INTRODUCTION

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and displayed, and only a handful of

As early as the 19th century, much

individuals (relative to all of humanity)

of that problem began to be resolved

ever get to experience that statement—

by photography. With developments

not by choice, but geographic and

in photography and videography

socio-economic constraints.

occurring over the past century and

Prior to the printing revolution, it

new forms of communication traditions

was unlikely that the majority of people

rapidly building over the same period,

would ever even hear about or see vague

more and more people are able to

indications of what a structure was.

begin experiencing these important

Even after Guttenberg, knowledge of a

elements of our cultural footprint.

piece was fairly regional and visually

However, architectural photography

limited to the drawn interpretations

comes with its own problems. To

of an artist—who themselves may

quote Nathalie Herschdorfer (editor

have never visited the site.

of New Swiss Architecture):


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INTRODUCTION

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“Indeed, our knowledge of architecture

So while photography greatly

is primarily photographic. Because few

increases the accessibility of

people are able to visit a completed

architectural achievements, most

building, the photographs that claim

are still left trusting that the vision

to represent it often gives its first

of the photographer was one of

impression. What is overlooked is the fact

honestly simulating reality. Not to

that a photographic image is the result of

mention, photography can never

the highly subjective intention and vision

get at the way architecture is meant

of one individual—the photographer—

to be experienced. It’s a concept

even if he works on commission and is

Le Corbusier called le promenade

obliged to follow certain guidelines.”

architecturale, or the idea that architecture is essentially a sculpture

PREVIOUS: Black & White Apartment (Ibrahim Saad); TOP: Villa Savoye (UE4Arch); BOTTOM: Assassin’s Creed Unity (Ubisoft Montreal)


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INTRODUCTION

fully intended to be walked around.

the invention and distribution of

fidelity and incredible production-

One must see the whole space for

photographic methods. Sites that have

worthy speeds which amount to a

themselves, hear the sounds of

been lost to history are truly lost.

process significantly cheaper than

While many aspects of this

actual construction of a building.

the site, smell the local food in the wind, and feel the array of textures

problem still cannot be completely

the architect has planned for the

resolved, today’s technologies in

architect to draw up her plans and

structure. All of these things add

the many fields surrounding CGI

ideas and schemes and then, relatively

up to an experience of a kind of

and animation come ever closer to

cheaply, ship them off to a studio

heritage that photography can

completely democratizing architectural

to be modeled and visualized in an

only grasp at—and only for sites

experiences. Rendering technologies

incredibly lifelike space that can mirror

that have continued to exist after

today can operate at a lifelike

the sights, sounds, and ambiance of

ARCHITECTURAL VISUALIZATION IN THE 21ST CENTURY

It is now entirely possible for an


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CENTER: Nordic Forest (Quixel); NEXT: One Orchard (MR.P Studios)


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INTRODUCTION

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the intended reality. Bringing a game-

And the amazing advances in these

The technologies available are still

changing idea to life is no longer

technologies continue to sprint ahead.

a long way from perfectly simulating

exclusively in the hands of the wealthy

With major developments in the render

reality and the power that comes from

progressives. Particularly creative

engines used to produce modern video

visiting a site and its people with all

artists can use these same workflows

games as well as VR technologies

5 of your senses; but architectural

alongside historical references to

of the past 5 years, it is now entirely

visualization techniques of the

recreate architectural wonders that

possible to simulate existing in any

21st century are working hard to

have otherwise been lost to time.

architectural space; thus, providing

democratize architectural practices

audiences the opportunity to feel the

and share these cultural legacies with

intent of the concept. Some studios

all who wish to experience them.

today are already introducing this technology to industry pipelines: it is no longer unusual for a client to spend a few hours in the space they are having commissioned months before it is ever constructed.


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CASE STUDIES

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MR.P STUDIOS

Meet the new standards for architectural visualization. The fairly recent developments in photo-real CGI technologies

detail to emulate the actual experience of a particular site.

have not stopped studios across the world from moving to

Whereas most firms can produce adequate realism simply

PBR (physically-based rendering) workflows in constant

modeling, lighting, and texturing their compositions based

pursuit of near perfect simulations of reality. The global drive

on the architect’s intent, MR.P considers the artistic value

for a gold standard in rendering technology has generated

of their renders and adds a tertiary level of design and

standardized pipelines for achieving maximum realism in

narrative to the final images.

visualization techniques such that photo-realism is already methodically achieved by a range of studios. One such studio is MR.P Studios, an architectural

One of the grander examples of this perspective lies in a basic difference between their studio and many others: they visit the site. Most firms are content with pictures

visualization firm which breaks barriers every day in

of the intended location, but MR.P takes the team to the

photorealism at the consumer level. MR.P has been very

intended construction lot and spends a day or so there. They

open about reporting their processes for building and

document everything, interact with locals, and generally

rendering architectural scenes; and what one finds upon

absorb the culture and mood of the place they are supposed

investigating their methods is that they have perfectly

to reproduce. The fine detail that can only come from genuine

standard workflows for consistently creating beautifully

human experience is one of the ideas that has separated CGI

realistic images.

from previous visualization technologies. By interacting

Which when considered, is an insane suggestion: these days,

with the culture present in an architectural space, artists

realism at this level is a standard of quality professionals; not

have a real experience to build from when adding detail and

ground-breaking research and development. The technologies

crafting narrative.

behind PBR rendering are now so accessible that any studio

These experiences can change technical detail ranging

should be able to achieve results like these. That is not to

from the kinds of accessories used, the color grading and

say that MR.P is ho-hum in their methodologies, however.

weather systems, and even the fine levels of distress to

MR.P Studios achieves such fantastic results in their

materials that might actually occur on site. Even when

visualizations, because they do not merely reproduce

these details are nearly imperceptible in the final renders,

architectural designs. This studio concerns itself with the

they go a long way to adding believability and engaging

narrative of a scene and works at microscopic levels of

experiences for viewers.


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CASE STUDIES

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CASE STUDIES

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In an architectural visualization, lighting

lighting scenarios that emulate the

the way an interior can be adequately

and composition are everything. Without

lighting of the photographed site.

exposed with natural bounce light

appropriate intensities and forms to

These setups create beautiful scenes

alone. It can be done well, but the

sell the mood, the renders will fail

with realistic falloff and lovely, blurry

lights systems are very complex and

both artistically and in believability.

shadows. And the color channels of

the calculations take far too long to

MR.P Studios are masters of nuanced

the HDRI photograph can be used to

survive in professional pipelines.

lighting systems that capture the

begin color-grading a scene for the

To compensate, most artists

careful drama of a space. They make

appropriate tone, as well as—in a

bring in manually-placed direct

use of HDRI lighting technologies,

few, ultra-high quality cases—auto-

lighting to bump interiors up a step

which are 360-degree photographs

generate a skybox to save artists

by actually painting light into the

captured at 32-bit color depth in

from matte painting back plates in

scene. This workflow is quite a bit

order to sustain lighting information

post-processing.

like traditional artistic methods for

beyond pure black and white. With

The secret to killer interior scenes

establishing volume in compositions

this much information, render engines

goes a bit beyond HDRI lighting systems,

and goes a long way to adding

can use the luminance channels

however. Most render engines still lack

atmosphere and beauty to a render.

of the photograph to build natural

the technology to efficiently emulate


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CASE STUDIES

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White card renders like these are

can focus on the way the forms

integral to MR.P’s workflow. Artists

interact with one another and the

model and compose every aspect of

technical success of their models.

a scene using only basic HDRI’s for

Simply put, the whitecard is a check

light. Every model gets a homogeneous

point for ensuring that the design is

texture and the compositions are

solving the client’s problem and that

rendered. These white cards are a tool

sketching/blocking phases are fully

for analyzing a scene’s compatibility

realizing the intended solution.

and compositional success down to the smallest details. Without the distractions of color, reflections, or visual narrative, the designers


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CASE STUDIES

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QUIXEL MEGASCANS & ALLEGORITHMIC SUBSTANCE

Production-speed hyper-realism tools at consumer-level costs. Photo-real rendering technologies have been widely available

models. Since this model was released in 2012, studios

for a while now; but all that really means is that computers

across the world have had access to the data and

capable of scattering and reflecting light in realistic ways

algorithms they need to create photo-real renders in

have existed for some time. To achieve renders that emulate

production environments.

reality, artists and designers still have to study the real

Notably, though, this dataset did not change much about

world and generate the materials and assets being revealed

PBR workflows as far as the artists themselves were

by those complex lighting computations. In the early days

concerned. This was a dataset that could change render

of CGI, that primarily meant hand-painting everything.

engines for mega-studios like PIXAR or various engines

Interesting textures, reflections, and narrative details were

built for games. However, as far as everyday CGI workflows

slow to be developed and rare to find outside of a PIXAR

were concerned, artists were still doing everything either by

production—the Disney masters have, since the beginning of

hand or with a limited set of procedural tools. Concepts took

animation history, been at the cutting edge of the available

just as long to develop; designers simply had data ranges

technologies and always willing to work by-hand within the

they could hone into for achieving perfection much faster

newest frameworks to emulate reality beautifully.

during refinement stages of a project.

And even within those holy studios, things were a bit of a

What this meant is fast-paced, production studios like

wild west. We had the science to study light’s interaction with

those doing architectural visualization still did not have the

materials, but no algorithms for converting those interactions

means to produce physically real renders. They needed a

into CGI assets. Physically real assets were unheard of in most

toolkit for procedurally generating everything from stone

studios, because the workflows were inefficient and costly.

and brick work to plastics to fabrics in a PBR environment.

However, more realistic and interesting CGI productions were

That’s where Allegorithmic Substance comes in. Substance

becoming a standard, and these materials needed to be

is exactly the toolkit necessary for production-tier studios to

standardized as well. Once again, enter Disney.

achieve physically real materials and shaders according to

While it would likely be unfair to state that Disney Animation

the Disney Principled BRDF model.

Studios solely invented PBR-workflows, it is entirely fair to

Substance comes in two forms: Designer and Painter.

say that Disney made the first steps in standardizing the

What they call themselves are a material authoring workflow—

algorithms with their Disney Principled BRDF shading

which is a pretty accurate sentiment. Essentially, Substance


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CASE STUDIES

Designer is a node-based, procedural

Together, these tools allow even fast-

believability. But the speed and ease with

environment that allows designers to

paced studios like MR.P to maintain a

which artists can go back and adjust

emulate or invent materials that simulate

standardized and procedural workflow

individual models and textures without

real physics according to the Disney

for executing beautifully realistic renders.

breaking physical accuracy affords these

standards. Painter is a non-procedural

Anyone can work in a highly intuitive

studios the opportunity to perfect their

workflow that operates as a sort of

environment to produce lovely tiles,

renders with all of the grimy little details

post-processing for Designer. There,

brickwork, glass, and flooring for their

that come with life in a building. We have

artists have the ability to manually work

structures to sell the tone of the house.

never before been able to so accurately

in detail in the form of grime, scratches,

However, no mood would be

visualize not just the structure itself,

distortions, etc. to the materials as they

completely set without a human element;

but life inside of a piece of architecture.

lay on the models they are attached to.

a bit of narrative to seal the deal on

And it’s all because of the immense

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PREVIOUS: Forest Pack Demo (iToosoft); CENTER: 6088 A.D. (Cornelius Dammerich)


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CASE STUDIES

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detail work and physical accuracy

The problem elements in this regard

that tools like Substance afford

are things like plants and stones found

visualization studios.

in the wild. The landscapes, whether

But not all of those details can be

natural or managed, are incredibly

produced even in powerful procedural

difficult to produce in physically real

environments like Substance. Some

situations. There are so many levels of

organic elements simply cannot be

detail in those objects, and so much

simulated properly. Certainly, not with

variation within those levels. These

today’s technology, but maybe never.

elements must be hand modeled and

TOP: Substance Designer (Allegorithmic); BOTTOM: Quarry Test (Darryl Johnson) NEXT: Masterclass #24 (Fernando of SOA Academy)


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CASE STUDIES

painted; and, even still, may not be

of those objects. This is a fantastic

this technology, is that Quixel, a tech

believable or accurate.

new approach to organic elements

company interested in developing

But yet another new technology

when trying to produce physically-

better PBR tools, has developed a

has risen to this challenge and made

real renders, because those rocks

way of commodifying these photo-

another level of production-ready,

and plant life are elements that exist

grammetry assets for incredibly cheap

PBR environments possible. This new

all around us and have, previously,

such that any studio could very quickly

technology is called photogrammetry

largely been ignored. Now it’s one

acquire and make use of photo-real

and is, essentially, a 360-degree capture

more tool in a designer’s toolkit; and

organic elements. Architectural

of various real-world, problem objects

one that takes directly from reality

visualization studios frequently make

to be imported into 3D workflows

rather than stopping at simulation.

use of Quixel Megascans to quickly

as perfect, PBR representations

What is particularly interesting about

add house plants, landscaping, and

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exterior elements to a scene and enhance the believability of a render. The incredible realism of this tool and its accessibility to most designers makes it a fantastic step forward in standardizing physically accurate simulations of reality, which further democratizes the experience and cultural value of an architectural piece.


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CASE STUDIES

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UE4ARCH

Bringing architectural experiences to life via virtual reality technologies. New rendering technologies were already changing everything

landscapes and foliage. Inside this engine, UE4Arch builds

about the architectural visualization experience; but some

structures and environments using fairly typical techniques

companies were not satisfied with beautiful still images.

entirely comparable to the new architectural visualization

These organizations believed that architecture is only

standards. However, this group takes those standards one

truly realized as a live, interactive structure—complete

step further by building out walkable environments as well

with sounds and surrounding environments. Of course,

as curating interactive experiences for audiences.

that sounds like a fool’s errand to pursue; but there is a

The ways in which they gamify these experiences varies

group, UE4Arch, who believed in that ideal and, frankly,

greatly from project to project. One of their early projects,

made it happen.

Vineyard Challenge, was more cinematic: it took viewers

Some of the newest and most powerful render engines

on a curated journey through an old Italian vineyard and

are not actually those used for film, vfx, or even traditional

slowly led them through an endearing exploration of the

archviz practices. Instead, the most budding technologies

interior. Others—like the Lake House—are complete reality

are the ever-developing game engines which allow for ultra-

simulations allowing users to fully interact with the home in

realistic rendering in real time. More importantly, the game

reasonable ways. For example, you could pull a chair from

development tools in these engines and their compatibility

the table and “sit” in it. Or you could turn on the oven and

with virtual reality tools allow designers to gamify these

fry some eggs. Experiences like these completely change

architectural experiences. Audiences can be completely

our cultural ideas about what it means to “see” a piece of

submerged in alternate worlds housing the architecture.

architecture. Because have you really seen and understood

Here, they can walk around and explore the buildings—and

it if you have not walked around it? Explored every nook and

usually even the surrounding areas—and interact with the

cranny? Lived in it? UE4Arch makes dramatic steps forward

structure in a few specific ways.

in democratizing architectural experiences with these VR

UE4Arch must be particularly highlighted in these practices, because they invented them and continue to develop

games, which are entirely free to the public. However, their passion for democratizing architecture

the community to new heights. This studio develops VR

takes a few steps further than their gamified projects. The

experiences using Unreal Engine 4, a game engine well

first is that several of their projects are ones of historic or

known for its hyper-real renders—particularly in regards to

even academic nature: UE4Arch does not merely design


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CASE STUDIES

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contemporary, fictional homes. They

are completely available for studying

idea that, just a few hundred years

also provide VR experiences for

and reverse-engineering at low costs,

ago people were limited to word-

famous, historic structures such as

and they offer extensive tutorials on

of-mouth and maybe sketches of a

Ludwig Mies van dehr Roes’ Barcelona

their workflows and thinking for free.

building in a local pamphlet in regards

Pavillion or Le Corbusier’s Villa Savoye.

This studio has a great deal of passion

to understanding architecture they

And even older cultural heritage

for bringing immersive architectural

did not live next to. And even that was

projects are in development. These

experiences to all, and strives to

incredibly localized—hearing about

projects bring major architectural

ensure that the ability to create more

architecture from across the world

achievements to the hands of all

of these projects reaches any who

would be unheard of for any below the

who are willing to explore them—

are interested.

ranks of nobles. But now we have the

dramatically closing the gap between architects and audiences.

The work UE4Arch is doing is truly

technology to allow anyone to live and

exemplary in the field of architectural

breathe in an architectural space from

visualization, and they will surely

across the world. The jump from one

democratizing architectural experience

be recognized for the monumental

to the other has been a slow, constant

is that UE4Arch shares everything they

historic value their works are providing

progression forward in our ability to

know with the public. Their projects

society. When one ponders on the

produce images; but the majority

The second primary achievement in


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CASE STUDIES

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of the technology allowing for these

may never be possible; but the

hyper-real experiences has existed

technologies being developed and

for less than a decade—and that is an

used today have significantly closed

insane statement about the tenacity

the gaps between various human

of humans interested in sharing

experiences and their audiences—

knowledge and culture.

and that will surely aid societies

We still have a long way to go

in growing ever-closer together.

in perfecting these experiences, and perfectly simulated reality

FIRST: Barcelona Pavillion; PREVIOUS: Lakeshore Home; TOP: Lakeshore Home; BOTTOM: Vineyard Challenge


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COLLOPHON

ARCHITECTURAL VISUALIZATION IN THE 21ST CENTURY


DESIGNED BY: Luke Parker Cover image is my own creation, inspired by the adjacent “Glenstone Museum” by Peter Guthrie. All other images in this piece are found resources and credited in the captions throughout. This project was completed at the University of Louisville in December, 2017. Special thanks to the neverending support of Joyce Chen and the mentorship of Meena Khalili. TYPOGRAPHY: DIN - Light - 10/18 DIN - Light - 8/10 DIN - Regular - 18/20 ITC Officina Sans - Book - 28/30 PRINTING: Blurb Magazine - 80#T/80#C



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