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Digital Ornament (2006)

article⁄Digital Ornament (2006)
contributor⁄
abstract⁄Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of highend visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 19741985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
keywords⁄2006archive-note-no-tags
Year 2006
Authors Elys, John.
Issue Synthetic Landscapes
Pages 68-78
Library link Gregory A. Luhan, Phillip Anzalone, Mark Cabrinha & Cory Clarke, 2006. bib⁄Synthetic Landscapes. ACADIA.
Entry filename digital-ornament