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This paper explores several historical and contemporary examples of architecture that 1 Concept rendering and unrolled
surface diagram for a public
employ graphic texture mapping in their design processes. The technique of texture
art installation to be installed on
mapping is outlined as a particular formal relationship between images, geometric a university campus. Funding
scaffolds, and new material explorations. Texture-mapped architecture is a relatively for this project provided by
the Council for the Arts at MIT.
contemporary phenomenon that is distinct from several known genres of image-building Project research assistant:
hybrids such as media facades, Ganzfeld art installations, building-scale projection Jonathan Brearley.
The theoretical wager of the paper is that the accessibility/availability of texture mapping
techniques, digital printing technologies, and new materials (such as 3M’s vinyl wraps)
have triggered a graphic impulse in contemporary experimental architecture culture.
Images, color theory, and flat graphics are now central to compositional theory as it is
taught in academia and applied in the field.
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THEORETICAL BACKGROUND
Image-objects—a term used here to denote architectural
forms wrapped in photographic source material and
complex graphic designs—frequently appear in visual
studies syllabi, experimental exhibition venues, and even
as large-scale built works. The term itself is likely to
invoke some low-level anxiety, as the history of composi-
tional theory in architectural education is largely one of
geometric (conceptual) thought being translated into the
material stuff of the built world through intricate line-
work drawings and diagrams. Asserting photographs and
colorful, two-dimensional graphic matter into geometric
genesis narratives upsets received formalist wisdom.
What’s more, when images cross over into compositional
theory and the built environment (as printed envelopes in
the case of the examples cited here), known methods of
formal analysis come unmoored. Postwar debates between
the critical agency of legible geometric systems vs. the
phenomenological immediacy of tectonics have little to offer
the reader of an image-object. Likewise, recent (one might
say antiformal) theories centered around architectural
atmospherics reduce any discussion of surface to blurry
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“affect” and mediatic “spectacle” discourse. Image-objects
frustrate a too-easy divide between geometric systems
(read through gestalt perception), phenomenological
formalism (the corporeal experience of material assem-
blages), and affect-theory. At the same time, the elusive
aesthetic properties of this work need to be framed by
technical as well as visual analysis. The work explored here
exploits contemporary digital tools drawn from advanced
animation, modeling, video games, and graphics platforms,
in addition to commercial printing technologies and new
materials. Several exemplary pre- and early-digital prec-
edents offer more analog approaches to the image-object,
suggesting a sensibility that belongs to an even longer
timeline. Through this lens, enigmatic photo-mapped works
such as Michael Heizer’s Dragged Mass Geometric (1985)
might be understood as examples of a slow revision in
recent decades of known formalist ontologies that privilege
geometric and material construction over the “superficial”
qualities of color, images, and graphics.
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Environments soaked in colorfields and projections create dissolution of material, built objects into the “virtual” by way
carefully calibrated visual experiences where, “percep- of images, it may be more instructive (if unsettling for the
tion is, as it were, done for us” (Foster 2013, 209). On the medium-sensitive) to put pressure on the effects produced
other end of this well-documented image-architecture by the geometric specificity and printerly materiality of
polemic, Sylvia Lavin (2013) theorizes the “kiss” of building the image-objects cited here. By embedding images into
facades and luminous projected images by design-savvy the design process from the moment of inception, projects
artists like Doug Aitkin. In Lavin’s celebratory catalog of like Coop Himmelb(l)au’s Groninger Museum East Pavilion
novel, collective affects, youthful artworks kiss and thereby (1993–1994) can hardly be understood as a neutral frame
erotically dissolve the tragic, stiff, politically retrograde, for light, color, or graphics. Instead, the source image
gestalt surfaces of institutional (modern and neo-modern) for the project (a small, “automatic” pencil sketch) drives
architecture. Pipolotti Rist, in Lavin’s reading, applies the form-generation narrative as a device used to divide
“moist pressure” to the banal and authoritarian relic of space and make decisions about the geometric nature
Greenbergian elitism that is Yoshio Taniguchi’s MoMa of the pavilion’s envelope and interior partitions. The
atrium with her luminous projection piece Pour Your Body Groninger is an emblematic image-object study in that the
Out (7354 Cubic Meters) (2008). Lavin praises the ability process designed to transpose the scan stamped on its
of such installations to melt the oppressive, Cartesian massive, self-supporting steel cladding plates involves
coordinate space of modernism: “A kiss puts form into slow techniques native to printmaking (a messy, error-prone,
and stretchy motion—renders geometry fluid” (Lavin 2013, technical process) rather than cleaner applications like
5). Both “kiss” and the more ominous image-architecture projection, colorfield washes, or other atmospherics. The
“complex” read buildings as frames, lattices, or supports for image blanket that coats the surfaces of the Groninger is a
the faster, more immediate, and sensorially commanding (drastically) enlarged pencil sketch that was scanned, cut,
powers of the image. and pasted onto a physical model and digitally enlarged to
a 1:1 stencil. The stencil was then cut as an adhesive film
Both critics are also careful to maintain distinctions mask for shipbuilders to use as they painted the design
between mediums (sculpture, image, film, architecture), with tar directly onto the flat, self-supporting steel plates
even as they intermingle in “catastrophic” (Foster) and that clad the museum wing. The noise and grain of the
“bedazzling” (Lavin) new ways. The image-based work exam- scan (the pencil sketch was enlarged such that lines broke
ined here could certainly be objects of interest for both down into pixelated bands of dots and fills) marks the
authors, but would likely frustrate their medium-specific pavilion with glitchy traces of process, doubled by the (by
analytics (painterly colorfields and projected films/photo- now more familiar) geometric fragmentation of the facade.
graphs vs. architectural form). If Lavin and Foster read the The Groninger tar-tattoo is worlds away from the “moist
pressure” of Rist’s projected image-kiss (the Groninger’s Interests (Mira Henry + Matthew Au) has begun to fore-
architects boast that the tar of its tattoo will outlast the front the skins of architectural envelopes as sites for
material decomposition of its steel support) and is more similar inquiries into color and graphic error in their design
disorienting and formally dissembling than it is sublime. work. The duo reconceives the building envelope as a soft,
Form, image, material, and process are inextricably woven cosmetic wrapper through a revision of Gottfried Semper’s
together in the production of the pavilion’s envelope. theory of textile enclosures, one of his four (primary)
elements of architecture. In Current Interests projects
NOISE, ERROR, CHROMA-GLITCH like the office’s design for an artist studio in Silverlake, Los
A common quality of the work described here is the loss Angeles (2019), they quite literally imagine building enve-
of image resolution and the introduction of material error lopes as slack blankets with careful attention paid to subtle
(some of which comes naturally by printing at an architec- shifts in the hue, value, saturation, and texture across a
tural scale as 1:1 file sizes can become unwieldy). Media given surface. In their piece Hedges of the World (2018),
theorist Carolyn L. Kane (2019) theorizes the aesthetics however, color is taken to a new extreme (an extreme
of glitch as something particular to the digital culture of familiar to the makeup, costumes, digital effects, and set
the first decades of the 2000s (autotuned vocals, pixelated designs by Trecartin and Fitch). The image-map for Hedges
JPEGs, video compression errors, etc.). “Accidental color” (a was developed through a complex series of analog and
cousin of compression-error or datamoshing) in particular digital processes. The architects gathered and carefully
is described by Kane as the aestheticization of discor- cataloged a selection of plants from a residential neighbor-
dant palettes and chromatic noise. While Kane points out hood in South L.A. before photographing each sample with a
that “color has always been a kind of noise” throughout ruler to maintain its scale. The catalog of samples was then
the history of western aesthetic philosophy—distrusted enhanced in Gigapixel and run through a series of scripts
as merely cosmetic and prone to “false appearance”—its in Photoshop and Grasshopper to separate color channels,
shifty nature is taken to extremes with digital patterning before being redistributed onto 3D surfaces. The project
and “accidental” mixing, as in the videos of Ryan Trecartin was then materialized as a printable Tyvek fabric before it
and Lizzie Fitch (Kane 2019, 71). Trecartin and Fitch have was sewn and fitted with an interior structure. The all-over
become particularly adept at drawing attention to “acci- field-like quality of the final work speaks to high-fashion
dental” colors by using techniques like overmatching in pop-camouflage, Luis Gispert’s photographs of candy-
the surfaces of their videos (a character’s outfit, garish coated custom car interiors, and the “chroma-glitch” that
makeup, a Naked Juice bottle, and a wallpaper background marks the swipes and transitions in Trecartin and Fitch’s
are painted with uncanny chromatic fidelity, collapsing videos and set designs. Kane’s descriptions of the artists’
figure and ground). The architectural office Current figure-ground transgressions could easily apply to the
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uneven color-image field mapped onto Hedges of the World: in texture mapping were driven, in part, by the popularity
“The power of color is movement from singular, linear, and of first-person video games in the early 1990s like id
rational frameworks into noise, nondistinction, and the decep- Software’s Doom (released in 1993 for MS DOS) (Pinchbeck
tive but vital qualities of visual perception” (Kane 2019, 121). 2013). Doom’s designers outdid their previous 3D releases
that used cartoonish environmental palettes created from
An important quality unique to image-objects like Henry and scratch (id’s Catacomb 3-D [1991]) by scanning physical
Au’s textile experiments is that they are “mapped” (rather than materials and using them to coat the surfaces of different
projected or tiled) with photos, graphics, and colors. Mapping levels. Using photographed source material and new
is the precise operation of placing images onto the individual lighting algorithms, Doom’s immersive environments were
faces of a massing model and assigning them (U,V) coordinates unlike anything the gaming world had seen before. The
relative to surface geometry. Image mapping allows a user to use of texture mapping is second nature to many younger
scale, rotate, and skew images attached to geometric shells architects; part of the phenomenology of gaming is the
in digital modeling environments. In this, images are wedded experience of getting lost in the illusion of textures, only
to the geometric wireframe of a project in the first stages of to run into errors and accidental off-map blind spots that
design. Unrolled surface drawings are a critical part of all reveal the superficial nature of a mesh (which can appear
image-object workflows, allowing the designer to visualize as a group of broken, unwelded surfaces). Unlike video
a complex volume as an array of flat planes. Platforms for games, however, which look to dial up the level of realism
animation, modeling, character design, and rendering allow and resolution with each new release, texture-mapped
users to quickly and carefully position images on 3D surfaces architecture draws attention to its artificiality and flat-
using UV editors. In a UV editor, a 3D object’s mesh is unfolded ness with graphic glitch, noise, static, printerly error,
and images can be placed and manipulated on an unrolled and misregistration. The image-objects in projects like
surface drawing with incredible speed and control. Also T+E+A+M’s Living Picture installation (2017) use historical
unique to contemporary texture-mapping platforms is the photographs of the installation’s site as it was designed
ability to update source-image files (a linked Photoshop file in 1912 and translate that archival material into a digital
mapped onto a mesh in the Maya platform, for example), while map. When said map is printed on vinyl and used to skin
manipulating a 3D model in real time. the steel wireframes of geometric primitives in the actual
installation, however, the effect inverts the “gritty, realistic
GR APHIC SKINS look” that Doom’s designers were after. Instead the cones,
Video game theorist Ian Bogost tells us that “textures are cylinders, and prisms scattered across Living Picture’s site
the graphical skins laid atop 3-D models so they appear to appear to be native digital artifacts that somehow fell out of
have surface detail” (Bogost 2011, 78). Indeed, advances a gaming platform back into the material world.
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One could look at photographs of T+E+A+M’s final built a close reading of the present-day site before construc-
installation and mistake it for a straightforward exer- tion)? Printerly error and low-resolution rendering in Living
cise in texture mapping, projection, and anamorphosis, Picture are calibrated to invite the viewer into the 3D envi-
a digital Magritte. The project is composed as a suite of ronments used to design the work. One is made aware of
stage-prop-scaled geometric primitives strewn about a Photoshop glitches and the registration imperfections that
suburban lawn. Each geometric volume is wrapped in inevitably come with any texture-mapping exercise (images
a vinyl print with a full-color rendering that was applied can get stretched and smeared when projected onto 3D
using a texture-painting tool in the Blender platform. From models). While the expertise and skill behind the installa-
certain vantages, one appears to see through the printed tion’s modeling/rendering is a given, there is a modesty and
objects as though a photograph of its context were printed playfulness in the work that speaks to a reverence for the
directly onto the form in the manner of science fiction active early years of computer rendering (the architects came of
camouflage devices (Masahiko, Kawakami, and Tachi 2003). age just before the advent of gaming engines like the id Tech
Closer inspection reveals that the mapped images are in 1). The loving nod to images of early rendering experiments
fact renderings of the architect Howard Van Doren Shaw’s from the 1970s and 80s, and simultaneous command of
1912 garden stage design for the site. A fabricated history contemporary tools might be understood as a subjectivity
leaks into the anamorphic projection, along with digital specific to the architects’ generation.
artifacts from T+E+A+M’s process (the default Photoshop
checkerboard background is revealed in areas where the T+E+A+M’s use of texture mapping, image editing, digital
texture-painting tool “missed” part of a volume’s surface). printing, and the almost-mute forms native to 3D modeling
Even in photo documentation, the architects’ rendering of menus clearly forefronts process over authorship. Nearly
the original Shaw scheme asserts its character as a 3D 50 years after the introduction of Peter Eisenman and Sol
model (trees and shrubs are rendered digital objects; one LeWitt’s “semi-automatic” geometric systems, however,
is not meant to be duped by photorealism). The resolution we know that such processes have absorbed new affects
of the projected images is then conceptually doubled in the (Keller 2018). In the digitally native inkjet canvases of Wade
array of volumetric forms that they wrap (primitives being Guyton, for example, one senses a melancholic ghost in the
the default geometric menu of most 3D modeling software). machine. The “X” shapes repeatedly printed on works like
Untitled (2006) get cropped, overlap, bleed, and suffer from
How does one describe the visual qualities of a work that the banding that happens when a print head is clogged or
blends fiction (3D-generated models), documentation of low on ink. It’s as though the system is struggling to get its
a site’s past life (photos of the Ragdale Ring’s site from message (the X removed from any context is already a weak
1912), and first-person perspectives (sitelines drawn from signifier) from digital machine to substrate. To use a musical
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analogy, cultural theorist Mark Fisher describes the digital The image of a glitched-out image “blanket” projected from
grain that filters the vocals on Darkstar’s 2010 electronic above onto an object reads most clearly in the presentation
album North as “if it has been recorded on a shaky mobile model for Poppy Red. In the model, mechanically skittish
phone connection” (Fisher 2014, 173–174). The printerly white lines and fills “hit” the project’s massing volumes and
errors that mark Guyton’s work and the texture-mapped spill out onto a glossy, back-painted, monochrome ground
image-objects cited here speak more to digital deterioration, plane (one imagines a 3D version of Frank Stella’s offset
loss, and breakdown than to the techno euphoria that Foster paintings, where the white lines and polygon supports fail
and Lavin diagnose (for better and worse) in mainstream to catch up and properly align with one another, caught in
image-architecture hybrids. Viola Ago’s project Poppy Red a perpetual state of asynchrony). The vertically projected
(2018), for example, begins with a series of vacuum-formed blanket also visually connects Poppy Red to a much earlier
PETG relief studies that are hydro-dipped with an inkjet- precedent, Douglas Garofalo and David Leary’s Camouflage
printed film. Hydro-dipping (or water-transfer printing)—a House (1991). In both examples, the plan-oriented blanket
technique Ago borrows from custom automotive culture—is dissolves figure-ground demarcations, and the projects’
the process of applying an image film to a three-dimensional massings seem to emerge from their sites. The backpainted
form by floating the image in a chemical bath and plunging gloss of Ago’s project speaks more to the culture of 3M
the object through its surface. The technique is by nature vinyl car wraps than the ominous “protective coloring” of
imprecise, and one can never accurately predict how an Garofalo and Leary’s militaristic studies. However, the
image will wrap the geometry in one of her studies (though high-perspective model photographs and roof plans of
the architect studies this process with digital physics Poppy Red, the Camouflage House (and the Groninger for
simulations in Maya as well). The imprecision is of course that matter) are the most expressive and complete images
the point, and even though the graphic was carefully crafted of these projects. Designing to an aerial perspective begs
in Rhino 3D and the ZBrush platform to “fit” the folds and the question of satellite and aerial photography (camou-
cavities of the vacuum-formed reliefs, Ago exploits moments flage was, after all, designed primarily with the planometric,
when the film misses its mark, tears, wrinkles, and delami- photographic, gaze in mind) (Bousquet 2018, 157). The work
nates from its support, just as Guyton relishes in the drips, might also address Google Earth, drone’s-eye-views, and
clogs, print-head traces, and misregistration when over- the ubiquitous “top” viewport, a common perspective option
printing giant X’s on folded linen with his large-format Epson. in most 3D modeling software. The image-architecture
Both architect and artist use digital (and analog) printing works by Doug Aitken, Herzog and de Meuron, and
processes the way experimental musicians use looping others analyzed by Lavin and Foster still largely owe their
and delay: mechanically repeating an indexed action while optical models to the anthropocentric, vertical, modernist
offsetting and overlaying its repetition. viewing-eye, epitomized by Robert Slutzky and Colin Rowe’s
IMAGE CREDITS
Figures 2, 3: ©Coop Himmelb(l)au.
Figures 4, 5, 6: ©Current Interests.
Figure 7: ©MichaelHeizer.
Figures 8, 9, 10: ©T+E+A+M.
Figure 11: ©WadeGuyton, 2018.
Figures 12, 13, 14: ©MiraclesArchitecture, Viola Ago.
Figures 15, 16, 17: ©Alam/Profeta.