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Worlds within Worlds for Architectural Visualisation

By High Definition


The second in our series exploring high definition (1280×720) panoramas expands the concept to explore ‘worlds within worlds’. Embedding panoramas in a x/y/z space allows movies to be created where the camera automatically pans around a scene. Panoramas are traditionally interactive, thus all our output via this blog is available in Quicktime Virtual Reality. However, if you are going to display panoramas in a stand alone location, such as the front of an office or marketing suite, a movie is more suitable and thus the requirement to move panoramas into a 3D package.

If you expand this concept and embed panoramas within panoramas you can create ‘worlds within worlds’, as illustrated in the movie above. This allows a series of panoramas to be embedded within a ‘holding’ scene and presents a looping movie suitable for large displays.

The YouTube movie is for rapid visualisation only, the High Definition version can be downloaded here (94Mb High Definition wmv format).

Frank Lloyd Wright Architectual Visualisation in Half Life

By 3D Modelling, Frank Lloyd Wright, Game Engines

In a follow up to our previous post on City 17, the fictional location for Half Life, we now take a first look at using the game engine for Architectural Visualisation. A Half Life user known as Kasperg has produced a model of the Kaufmann House by Frank Lloyd Wright in the Half Life Source Engine.

Using the Source Engine, as opposed to more traditional Architectural Software, allows the use of dynamic lighting and a real-time walkthrough of the scene in high resolution. The movie demonstrates the quality of Half Life for visualisation using both a standard walkthrough and half way through a fly-through using the Half Life ‘Noclip’ option.

*Update – see our Game Engines thread for visualising Architecture in Oblivion*

A higher resolution version of the movie can be download from here (wmv 57Mb).

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Frank Lloyd Wright Architectual Visualisation in Half Life

By 3D Modelling, Frank Lloyd Wright, Game Engines

In a follow up to our previous post on City 17, the fictional location for Half Life, we now take a first look at using the game engine for Architectural Visualisation. A Half Life user known as Kasperg has produced a model of the Kaufmann House by Frank Lloyd Wright in the Half Life Source Engine.

Using the Source Engine, as opposed to more traditional Architectural Software, allows the use of dynamic lighting and a real-time walkthrough of the scene in high resolution. The movie demonstrates the quality of Half Life for visualisation using both a standard walkthrough and half way through a fly-through using the Half Life ‘Noclip’ option.

*Update – see our Game Engines thread for visualising Architecture in Oblivion*

A higher resolution version of the movie can be download from here (wmv 57Mb).

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Cities in Games – City 17 – Half Life 2

By Cities in Games, Game Engines

Continuing our series of Cities in Games we take a first look at City 17, the location of Half Life 2. Half-Life 2 is a science fiction first-person shooter game which, running in the Source Engine developed by Valve Corporation, allows a number of advanced rendering effects.
Our movie below is a first look at the environments and rending of City 17 during the first part of the game.

As we have mentioned before the use of games in the work environment is often frowned upon, yet games allow the use of technology that traditional CAD render packages often fail to match. Of note in the movie is the level of immersion of the environment through the use of real-time lighting techniques and texturing.
We will be posting more movies of the Architecture of Half Life 2 shortly as well as progress and a explanation of how to modify the game engine for urban planning and architecture participation.
A higher resolution version of the movie can be downloaded here (wmv, 33Mb)

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