How and why do architects, artists and designers manipulate reality?
This book answers that question by examining what it means to render, draw, represent, and mediate the elements that make up and affect our digital and physical worlds. From pixels and rooms to gaming spaces and dioramas, this book exposes approaches to rendering that are equal parts instructive and critical. In the pursuit of the strange and the uncanny, digital media and software aren't taken for granted, nor are they always used as intended. This journey is forward-looking about the emerging role of gaming engines, volumetric raytracing, and procedural shaders, but also looks back and samples from some '80s and '90s classics including MacPaint, DOOM, the Star Trek Holodeck and the film Predator.
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Carl Lostritto is the Director of the School of Architecture at the University of Tennessee, Knoxville. He was previously the Graduate Program Director and Associate Professor at RISD Architecture in Providence, Rhode Island. His research, practice and scholarship focus on design computation, especially with respect to drawing and rendering. In 2019 Lostritto published Computational Drawing, From Foundational Exercises to Theories of Representation. (AR+D Publishing).He lectures widely and exhibits speculative works of art and architecture aimed at exposing and disrupting architecture's relationship to representation and media.
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Kartoniert / Broschiert. Zustand: New. Impossible and Hyper-Real Elements of Architecture addresses how and why architects, artists, and designers manipulate reality. Front and centre in this discourse is the role of rendering.Über den AutorCarl Lostritto is the Dire. Artikel-Nr. 519703152
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Taschenbuch. Zustand: Neu. Neuware - 'How and why do architects, artists and designers manipulate reality This book answers that question by examining what it means to render, draw, represent, and mediate the elements that make up and affect our digital and physical worlds. From pixels and rooms to gaming spaces and dioramas, this book exposes approaches to rendering that are equal parts instructive and critical. In the pursuit of the strange and the uncanny, digital media and software aren't taken for granted, nor are they always used as intended. This journey is forward-looking about the emerging role of gaming engines, volumetric raytracing, and procedural shaders, but also looks back and samples from some '80s and '90s classics including MacPaint, DOOM, the Star Trek Holodeck, and the film Predator.'--Back cover. Artikel-Nr. 9781951541552
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