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Impossible and Hyper-Real Elements of Architecture : Exercises, Provocations, and Theories of Digital Representation

Impossible and Hyper-Real Elements of Architecture : Exercises, Provocations, and Theories of Digital Representation

Impossible and Hyper-Real Elements of Architecture : Exercises, Provocations, and Theories of Digital Representation Paperback - 2023

by Carl Lostritto

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Paperback. New. New Book; Fast Shipping from UK; Not signed; Not First Edition; 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. Most often, to render is to engage a thick soft
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Details

  • Title Impossible and Hyper-Real Elements of Architecture : Exercises, Provocations, and Theories of Digital Representation
  • Author Carl Lostritto
  • Binding Paperback
  • Condition New
  • Pages 288
  • Volumes 1
  • Language ENG
  • Publisher Applied Research & Design
  • Publication date 2023-04-04
  • Illustrated Yes
  • Features Bibliography, Illustrated, Index
  • Bookseller's Inventory # ria9781951541552_inp
  • ISBN 9781951541552 / 1951541553
  • Weight 2.9 lbs (1.32 kg)
  • Dimensions 10 x 7.9 x 1 in (25.40 x 20.07 x 2.54 cm)
  • Category Architecture
  • Library of Congress subjects Architectural rendering, Architecture - Philosophy
  • Library of Congress Catalogue Number 2023278302
  • Dewey Decimal Code 720.284
  • Quantity available 14

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Reader reviews for Impossible and Hyper-Real Elements of Architecture : Exercises, Provocations, and Theories of Digital Representation

From the publisher

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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