Artificial Nature

Artificial Nature

For the ISWG exhibition in Venice 2018, I worked with foremost the interaction design of how to involve the audience to participate how the video was being played in the exhibition space. I also worked with doing a lot of 3d modeling of central buildings in Sforzinda and worked closely with Ulrich Gehmann with his drawings and measurement of the city based on Filaretes drawings and writing. Matt Bueler and vrbn made all of the modelings via cityengine for all of the worlds.

As always with cad and construction data and real-world scales we ran into problems with units engine that have trouble handling huge worlds in relation to the depth of view, motion blur, and antialiasing. All could be solved by scaling down the world to about the 10th of the size but then all of the animations and particle system would not work. So instead each scene was rendered with 3-5 different settings and later composited together in after effects. Below are the 5 parts I worked on.

 

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