BIBLIO is the largest independent book marketplace in the world, with over 100 million books.

Skip to content

Impossible and Hyper-Real Elements of Architecture

Impossible and Hyper-Real Elements of Architecture

Impossible and Hyper-Real Elements of Architecture
Stock photo: cover may vary

Impossible and Hyper-Real Elements of Architecture Paperback - 2023

by Lostritto, Carl

Add to wish list
  • Used
  • Good
  • Paperback
Used - Good

Description

paperback. Good. Access codes and supplements are not guaranteed with used items. May be an ex-library book.
Ask the seller a question Add to wish list
A$86.57
Free Delivery within USA
Standard delivery: 7 to 14 days
More delivery options
Dropship order
Ships from Bonita (California, United States)

Details

  • Title Impossible and Hyper-Real Elements of Architecture
  • Author Lostritto, Carl
  • Binding Paperback
  • Condition Used - Good
  • Pages 288
  • Volumes 1
  • Language ENG
  • Publisher Applied Research & Design
  • Publication date 2023-04-04
  • Illustrated Yes
  • Features Bibliography, Illustrated, Index
  • Bookseller's Inventory # 1951541553.G
  • 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 1

About Bonita California, United States

Biblio member since 2020

Terms of Sale: 30 day return guarantee, with full refund including original shipping costs for up to 30 days after delivery if an item arrives misdescribed or damaged.

Browse books from Bonita

Reader reviews for Impossible and Hyper-Real Elements of Architecture

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.

tracking-