Zaha Hadid Architects  | Build: London ’19 for Architecture | Unreal Engine

Zaha Hadid Architects | Build: London ’19 for Architecture | Unreal Engine


>>Thank you, Gabriel.
Also, thank you, Ken. We have been enjoying
great support, and obviously been delighted
to follow our interests and work together. Also wanted to thank
our other supporters, NVIDIA, Hewlett-Packard
have been amazing. We have been here last year,
showing our particle showcase project. And it has been
a very busy year, I think, for all of us,
so what we are going to do today is going to go into
the microscopic of our design process, and hopefully
Ken’s mother is wrong. [LAUGHTER] So, if I could do this, and then just give you
a few words about Zaha Hadid Architects,
and what we do as a group, so we have several research
entities within our company that look
a computational design, say, tools
and developing systems for our design process.
We at Zaha Hadid Architects, we as a group look
at understanding the real-time
immersive virtual domain, and all its varied application
and benefits for our design work and our industry
as a whole. So, now what we want to do today
is to show you how we envisage and also work together
with Gabriel and his team to awaken and immerse ourselves
into the design space, and benefit from VR and the immediacy,
dimensionality, and the sense of presence
that we get from within VR, instead of looking
at our conventional hardware interfaces. So, that brings us
then to Mindesk. I met Gabriel two
and a half years ago, and I immediately got convinced
about his vision of creating a VR plugin
for Rhino3D, which is one of our main
software platforms within the company, which is also linked
to our parametric design tools via Grasshopper. So, it has been
hugely interesting for us to also not having
to change our skillset, we have that already
in our staff, and also our talented designers, that I will introduce
to you shortly. What we have done,
and this is helping us obviously greatly look
at pilot projects to see Mindesk maturing
and developing and growing. And we have engaged
with the help of our kind L-Acoustics, who is a specialist and world
leader in audio design systems, to create a pilot project
which is a loop. So, the loop, and just to
give you a quick intro, is something completely new. It is fully immersive,
Omni-directional soundscape producing hi-fi system. It has 23 channels to deliver
that Omni-directional sound, and uses roughly
one kilowatt of power to produce that brilliance.>>So, what we are doing,
what we are typically used to is,
while working in 3D, is to look at the subjects
from the outside. But what is really interesting is when we can go
into one to one scale, and we can get the sense
of the scale of the object, the three-dimensionality
of it, and we can understand
what we are doing better than just looking
at the 2D screen. So, what I am doing here, I am
just trying to rotate the model. The Mindesk is allowing you
to lock the scale, so right now
this is a one to one, where we do not,
do not have to worry that we accidentally will jump
out into some unknown. So, this is constant,
and you can just look around, review the model, have a look of how
the geometry is interacting with the infrastructure
that needs to be preserved, and we do not want
to modify it. We can also teleport to bypass
the bigger distances. And what I am focusing on here was to design the cover
for that subwoofer speaker. And as I would do in Rhino, I would select
that loft command, and select the parts
I want to loft and create the surface
in between. And then, what we saw is that
in the resulting surface, is colliding with
the infrastructure. So, to resolve that problem, we can just do it
directly on the spot by just changing the, manipulating the control points
of the surface until we can resolve the clash.
There is some problem with the–>>And I think what we have
to clearly say, you are suffering the problem
that you see in the projection, in the old ways. If you are inside
the 3D space, obviously, that makes it a
completely different ball game.>>Yes, so also in the latest
release of Mindesk, there was an update of a gizmo
which was really helpful, because by just freehand
moving the points, you sometimes move it
in a very strange direction which you do not, you will not know about until
you look from the other side. So, it is really helpful
to have arrows that snap to certain planes, where you can control
how you move the points. I think that is all. The crash is resolved.>>Okay, obviously this is not
the entire design process, but you got a good impression,
I hope. So, we did not want
to leave you with this. We also wanted to show you the current status of the project, so this is an animation
that we just launched. It was produced
with our partners, LineCreative,
using Unreal Engine and this obviously
pre-rendered animation, so you can see the final status.

4 Comments

  • Sidney Diaperbottom

    February 11, 2020

    At the beginning, lady with the VR whispers, "Is this working?"

    Reply
  • Lenni Leem

    February 11, 2020

    Yes!!!

    Reply
  • Ben Veasey

    February 11, 2020

    Can Rhino unwrap UV's?

    Reply
  • ibrahim machmouchi

    February 12, 2020

    I watched much better renders with unreal, still have to do alot of work, but keep it up. 👍

    Reply

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