IMMERSIVE MEDIA

Architectural Research

///ASSESSMENT

Traditional form of communication for architects to describe the architectural space for hundreds of years was drawing, scale model and text. We are used to this language and are able to work with with it, however none of these tools could convey the feeling of the space accurately. The unbuilt architectural space is forced to be described in 2d (flat) representation on the sketch, drawing or print. Physical model is scaled down representation of the space and often could be viewed only from the outside. Word could describe the space quite accurately, however it is not being used as much and it could be very abstract.


“Words and drawings can only produce paper space and not the experience of real space. By definition, paper space is imaginary: it is an image.” Bernard Tschumi


Even in the new era of designing with a computer we are still dealing with 2D representation of the space being viewed flat on the screen, although we are working in 3D space of the specific software environment.  

We are creating complex BIM model of the architecture with all the details. Other professions (structural, MEP etc)  are working in the 3d environment and contributing to it. Unfortunately these models are not used to its full potential.

///OPPORTUNITY

In last year there was a significant breakthrough on the field of the Virtual Reality. Virtual Reality and Game Engines allow us to fully explore the unbuild space. Here you can freely travel through the “virtual” building appearing in the real scale. This gives us the opportunity to view, review and adjust the space according to the feeling in 1:1 scale.


Based on the game engine technology allowing us to walk/fly in the project virtually in the real time. This provides a real-life, immersive experience of a digital world. In its classical embodiment, it creates a purely virtual experience for the subject; think “Star Trek’s” Holodeck, or wraparound headsets like the Oculus Rift. Virtual reality and game engines are about to become explosive growth markets. Within the last few years, we’ve seen a range of exciting prototypes, and significant investment from tech heavyweights like Microsoft and Google.


New commercial VR headsets like Oculus Rift, HTC vive etc have been released for software developers and wider audience. In conjunction  with new generations of graphics cards allows us to create, use and share 3d virtual space.

 
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RESEARCH SAMPLES

01

///RESEARCH TOPICS


Using the Real-time / Game Engines such as Unreal Engine or Unity, we can explore the light, materiality and the space itself in the real time and share it with others.


I am exploring the possibility of creating and working directly in virtual architectural space. Using this space sharing it with others and collaborate in this space using various software such as Unreal Engine, TiltBrush, MIndesk VR for Rhino, Medium and others.  

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///CT CONE BEAM SCANNING

Merging Physical and Digital

Exploring medical CT cone scanners ability to capture internal spaces of the object. By converting the medical data into mesh output we can visualize physical sketch models in Virtual Reality in scale 1:1 with full interior spaces and capture the spatial relations.

//CT Cone Scanner + Rhino + Unreal Engine

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////VEGETATION STUDIES

Spatial Vegetation Planting

In order to fully understand the relationship between the architecture and the soft volume of the vegetation, we are aiming to explore this relationship using real-time engines, such as Twinmotion or Unreal Engine. These engines allows us to fully understand spatial requirements, build various volumes and work with light passing through the plants.

//Unreal Engine / Twinmotion

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VR SKETCHING

Reviving traditional architectural sketching in a new space

This research is focused on implementing sketching and annotating 3d models in Virtual environment. User can import any mesh model in any scale to Tilt Brush or Medium. Tilt Brush gives us the opportunity to sketch over  the model and annotate or create hand sketched surfaces and lines, which can be exported to back any 3d modelling software to be further edited and explored.

// Rhino + Tilt Brush /Medium

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///COMPLEX BUILDINGS VIRTUAL MODELS

BIM information visualisation

Importing complex building models to Unreal Engine helps us to visualize final shape of the buildings through the all stages of the project. From concept until the completion.

//Revit + 3dsMax + Rhino + Unreal Engine

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///PARAMETRIC VR

Visualizing the output from Grasshopper in VR

Experimenting with fast prototyping visualisation straight in VR from Grasshopper solver.

//Grasshopper + Iris VR

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///VECTOR FIELDS

Particles motion in closeup

Researching the potential of vector fields and their visualization in Unreal Engine, such as swarm data, particles flow and wind studies.


//Maya + VectorayGen + Unreal Engine


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BIO


Hello, I am currently Head of Visual Communication at Heatherwick Studio, which is a work stream providing a strategic vision for how studio project represents and communicates the uniqueness of each design intent to its highest level, while taking into account the purpose and audience of communication, the appropriate tools, as well as the cultural and political contexts that influence project success.


Working usually with multiple project teams to define the visual deliverables, from concept through to project launch, and to implement a consistently high quality visual communication approach throughout.


I am is also leading a superstructure package on Pier 55 project, which is a 2.7-acre public park and performance space on Manhattan’s lower west. The superstructure is made of 132 concrete precast pots and the whole park is placed on the 375 piles on the River Hudson.


Since joining Heatherwick Studio in 2012, I was working on Al Fayah Park in Abu Dhabi, where I was leading 40 000m2 sprayed concrete superstructure and Zeitz MOCAA which is a contemporary museum of modern art in Cape Town.  


Prior to working Heatherwick Studio, I gained experience working with BIG in Copenhagen, where I was involved on several major projects, most notably public park Superkilen, which was rewarded with a 2013 AIA Honor, shortlisted for Design of the Year by the Design Museum in London as well as for the European Union Prize for Contemporary Architecture.



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