- Department:
- Study of Form and Ambience
- Course Leader:
- asist. Mihai Chisărău
- Teaching Staff:
- conf dr arh Andreea Iosif
- Teaching language:
- Romanian
- Learning outcomes:
- General objective: The course familiarizes students with the purpose and means of interactive architectural presentations, in the real context of an architecture competition whose jury will evaluate the results in VR. Specific objectives: Upon successful completion of this discipline students will know • what are the main platforms on which they can build immersive experiences for their architectural projects . • what are the equipment and distribution methods necessary to design and create an immersive virtual architectural experience • what are the technical requirements for a model to be integrated into an immersive experience and how to prepare this model; • how to control the light, materials and events in the scene; • how to give the “visitor” the opportunity to interact with the scene directly or through control menus; how to extract renderings and movies as by-products associated with immersive experience; • what is derivative from a visualization model and implicitly how the project tasks are drawn from the very beginning; • As a bonus, students will learn to "tell" the projects story by thinking of it as a scenario instead of a simple setting, following the successful models of the gaming or film industry.
- Content:
- 1. Introductory course - live demonstration in unreal / twinmotion on a model with deficiencies, to identify the steps and problems of project implementation in a correct virtual experience. Setting goals for the contest. 2. Workshop - Inspection and evaluation of the concept phase in terms of possibilities for use in a virtual experience. 3. Course: Unreal Engine Initiation - model and import optimization. References. 4. Course: Lighting and introduction to materials - mock-up material, dedicated shader typologies and scenarios for their use 5. Workshop - testing of virtual models built using the knowledge acquired in courses 1-4. 6. Course: Materials - advanced techniques for approximating materiality, optimization in order to obtain a good virtual experience. 7. Workshop - stage testing - optimization 8. Course: Sequencer - animation and implications in event scheduling, script in Unreal Engine 9. Course: Blueprints 1 - visual programming of the virtual experience - simple interactions, sun movement, spatial sounds 10 Course: Blueprints 2- visual programming of the virtual experience - animated object for guidance; interface building elements 11-14 Workshop - correction and improvement of created scenes. This period will include an extra-testing sesion, during a weekend, for each project / team.
- Teaching Method:
- Online lectures on zoom alternating with practical sessions in the Experimental Workshop "Mac Popescu"; the latter have a practical focus and take place in rounds of 20 students each.
- Assessment:
- The grading will be composed by: 40% quality of the immersive experience (VR scene) + 20% the project presentation movie + 40% evaluation of the progress during the workshops
- Bibliography:
- • John M. Blain, "The Complete Guide to Blender Graphics", A K Peters Ltd., 2022 • Jeremy Birn, "Digital Lighting and Rendering", New Riders Pub, 2013 • Charles Finance, Susan Zwerman, "The Visual Effects Producer: Understanding the Art and Business of VFX", Routledge, 2009 Discipline web-page: https://stufonote.wixsite.com/cgimincu/vizualizari-interactive Playlist courses, 2022: https://youtube.com/playlist?list=PLaqGKflTqYHyhIa95yqOzuGRgAUUPZ3Gp Epic Games: https://www.epicgames.com/site/en-US/home Unreal Engine: https://www.unrealengine.com/en-US/blog/the-15-best-online-courses-to-learn-unreal-engine?fbclid=IwAR1zZGEw3DFlLOAaHqERSNJZf76U2Wu5yY8aTTeYwl9s5i7linHOAG0-wos
- Notes:
- This course has as prerequirement the completion of the first phase of the contest "VR Scene", described here: https://www.asm.uauim.ro/thevrscene