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Wish You Were Here: Virtual Reality and Architecture: Architectural Representation and The Perspective Hinge (
Wish You Were Here: Virtual Reality and Architecture: Architectural Representation and The Perspective Hinge (
Introduction
The relationship between architectural design and the tools with which it is realized is a well-considered
field of enquiry. In recent decades, seminal texts such as Robin Evans’ The Projective Cast (Evans, 1993),
Alberto Pérez-Gómez and Louise Pelletier’s Architectural Representation and the Perspective
Hinge (Pérez-Gómez, Pelletier 2003), and Greg Lynn’s Animate Form (Lynn, 1999) have each investigated
clear morphological relationships between patterns of design thinking and the role of instruments of
representation to shape the design outcomes. For Evans, Pérez-Gómez and Pelletier, the relationship
between architecture and its methods for projecting geometric variations had a clear role in
determining the exploratory arc of form and meaning. Lynn, writing within the advent of the digital age,
recognised that the inherent reproducibility and incremental variety afforded by parametric digital
design had created an entirely new paradigm driven by the temporal and mutable qualities of 3D media.
A recent book summarizing the use of virtual reality (VR) within architecture and the built environment
noted, naturally enough, that there were clear developmental opportunities within VR capabilities to
enhance the communicative relationship between architect, design team consultants and clients (Whyte
and Nikoli, 2018). Unsurprisingly, it found that the efficiency of the process was determined by the
degree to which data management and problem-solving logistics were positively managed within the
platform. BIM software clearly assists in this respect, but the question remains as to the nature of
qualitative judgements in this space.
There is an inverse relationship between the volume of parametric data that needs to be correctly
organised within the decision chain of an AEC (Architecture, Engineering, Construction) design team,
and the time available for discretionary decision making that may in some be deemed ‘aesthetic’. So, at
the pragmatic level of building design, documentation and construction BIM software and the attendant
capabilities for 3D visualization make value-management decisions more ‘visible’, but arguably do not
make the challenge to design more phenomenally rich and aesthetically pleasing environments any
easier.
Skills
It can be contended that the challenge to understand this situation and properly manage current digital
design practices rests on a number of methodological principles. Architects/designers need to:
1. have a clear idea of the nature of the material conditions of their designs;
2. have the capability to understand and manage levels of abstraction within the visualization
process;
3. have the ability to properly manage the material and lighting conditions of visualization
software;
4. understand the relationship between construction processes within the modelling/simulation
stage and the ultimate/final construction stage.
More specifically, in the current ecology of 3D visualization software, architects and designers need to:
1. Understand the interoperability between documentation platforms such as Revit and ArchiCad,
and visualization environments such as 3DS and Enscape, Lumion and Twinmotion;
2. Have the capacity and commitment to ensure material and lighting fidelity is understood and
incorporated into the design process;
3. Have the capability to shift modelled environments between documentation (Revit),
animation/still (3DS) and game (UE4) applications.
To explain and explore these evolving skills and attributes it is worth considering how the evolution of
representation software has entailed and encouraged a different type of architectural practice.
An Evolving Technology
With the assumption that the process of decision-making in architectural design can span the gamut of
macro parti sketches drawn by hand to micro-immersive impressions in fully rendered scenes, it is
worthwhile identifying and isolating some of the key stages at which the various platforms, including
ultimately VR are especially effective.
Output Ecologies
However, despite this, while simple walk-through or rendering environments could perform in a real-
time fashion to allow for intuitive switching between accurate parametric modelling and immersive 3D
experience, the question remains as to what the best mode of decision-making is to ensure a better
design output. Until recently, the render quality of the industry leaders, Enscape, Twinmotion and
Lumion were compromised by the hardware capacities of video-cards to reproduce realistic real-time
environments. The consequence of this limitation is that the balance between realistic rendering and
the immersivity provided by game-engine software meant that architectural environments tended to
remove detail in favour of performance.
Current adaptations of game engine software architecture, led by Lumion, Twinmotion and Enscape,
have continued to improve the nexus between immersive environments and parametric functionality. In
effect this allows for two areas that are generally considered to be peripheral to architectural design and
documentation, realistic rendering and immersive experience, to now be incorporated at both the
internal design development phase and external presentations to clients and stakeholders. What has
also changed is the development of VR technology to adapt the screen clarity of game-engine software
to the production of environments that emulate a bi-focal experience. Where the ‘telepresence’ of
conventional game-based experiences via a monitor or screen remains the general standard, the
development of VR has opened more pressing questions regarding the degree of ‘presentness’
(telepresence) a person experiences within an environment.
However, it can also be argued that the process of virtualization directed at a realistic presentation of an
environment with all of the indexical content this entails, also ultimately distracts the designer from the
core components of the design process that it is their role to manage. If the weather and lighting effects
of a rendered scene are sufficiently engaging and pictorially stimulating, it is reasonable to assume that
an architect may be as susceptible to the poetics of an image as someone unfamiliar with or unskilled in
the design process. The considerable industry dedicated to ‘artist’s representations’ of unremarkable
and poorly designed buildings is testament to this.
Narrative
At question is the instrumental value of diagrams versus images, where diagrams accept and employ a
level of abstraction conventionalised by their role as an intermediary expression of a process, and
images that employ their degree of (sur)reality as part of a narrative. One of the less understood aspects
of architectural representation is the question of narrative, and how an architectural project exists not
just as the outcome of a set of economic and technological parameters but is always placed and
explained as a consequence of various narrative structures. Borrowing from film theory, architecture is
considered by those external to its production as the ‘mise-en-scene’ of the actions and events of life,
whether real or fictional. It is generally understood that figural and representative forms of expression
generally derive their aesthetic authority from the degree to which they contextualize the actions and
decisions of actors/agents within a setting, and that the degree of intellectual freedom associated with
this suspension of disbelief is a core aspect of the plausibility of a narrative.
Phenomenal Experience
For this reason, the employment of VR as an extension of a trajectory of increasing phenomenal realism
within architectural representation is not simply one of becoming approachable for non-architects, it is
also an acknowledgement that architects are designing and bringing-into-effect more than the structure
itself. In ‘The Seven Basic Plots’, Christopher Booker (Booker, 2004) summarises a version of narrative
archetypes that, it is argued, infiltrate all types of human communication, not just those directed at
fiction. In all forms of communicative interaction in which behaviour, judgement and outcomes are
presented, narrative plots play a role in explaining events. Architecture too, and in particular those
forms of architectural expression that draw on possible narrative contexts, is involved in demonstrating
value and authenticity.
VR, then, is but another enhancement of the desire for architecture to cross from a solely diagrammatic
practice to one in which the core aspects of phenomenal experience are brought into the experience. As
David Seamon, in his chapter on Architecture and Phenomenology states:
What Seamon, and perhaps Borgmann, do not address is the role that this technology is playing in
developing new environments in which forms of human communication and experience are evolving,
and in which new types of economic activity, monetary and social, are taking place. While figures
regarding the scale of the computer game industry are now well known, valued at US$134.8Bn in 2018,
the web-based streaming platform Twitch (www.twitch.com) provides a platform for game-based
interactions in which practically all of the broadcasters interact with a viewing community while playing
solo or participatory games.
So how does VR technology intersect with the problem of authentic immersivity and the appetite for
mediated digital experience? While VR-based chatrooms such as VR Chat and Sansar, employ low-
resolution 3D VR environments as spatialised locations for social interaction, much as Second Life did in
the 2000s, their current limitations concerning immersive authenticity are driven by server-side Netcode
logistics and user-side hardware performance. While the game industry capably serves a form of
architectural immersivity that optimises the use of PC and console-based platforms, the next step is for
the seamless integration of VR at a commercial level.
Each one of these environments utilise the same general environmental ‘architecture’ – a game engine
based software that is built and made to be lived in, the same software architecture that sits behind the
turn to phenomenal realism within architectural VR, and perhaps in turn a new reality for architectural
practice. In many respects Seamon is correct in identifying pliability and brilliance as key determinants of
the uptake of VR as an architectural design tool, but it can be argued that appetite for mediated
experience in gaming and social VR mean the future is inevitable rather than encumbered.
References
Booker, Christopher, The Seven Basic Plots, Continuum, New York, 2004.
Borgmann, Albert, Crossing the Postmodern Divide, Chicago: University of Chicago Press, 1992.
Evans, Robin, The Projective Cast: Architecture and its Three Geometries, MIT Press, Cambridge, Mass.,
1995.
Lynn, Greg, Animate Form, Princeton Architectural Press, Princeton, New Jersey, 1999.
Pérez-Gómez, Alberto and Pelletier, Louise, Architectural Representation and the Perspective Hinge, MIT
Press, Cambridge, Mass., 2000
Whyte, Jennifer and Dragana, Nikoli, VirtuaL Reality and the Built Environment, Routledge, London,
2018.