Four Dimensional Space Experiment
"Architecture Boston" magazine, issue March / April 2005.
"Non-Standard Praxis" conference poster, MIT, September 2004.
"Non-Standard Praxis" conference poster, MIT, September 2004.
"Non-Standard Praxis" conference poster, MIT, September 2004.
Removed vertex normals to block smoothing (click image to download).
The first rendering that started looking good (click image to download).
High Reflectivity (click image to download)
Caustics and photon mapping (click image to download).
The four dimensional space experiment was an extension of an older
project in mathematical representations of space. In this case I ported the
old project in C++ / OpenGL and made a real-time 4D renderer.
You may
download a sample compilation of the project.
The process of deriving the imagery involved several intermediate steps:
Generating the 4D geometry through math,
projecting the 4D points in 3D,
voxelizing the point clouds and extracting "forms" from the spatial densities,
and finally raytracing the polygonal meshes with photon mapping.
The artwork of this project was first presented in my SMArchS Thesis in June 2004,
it was used for the poster and card of the "Non-Standard Praxis" conference in MIT,
September 2004 and published in the front cover of "Architecture Boston" magazine in
March 2005.