I’m exploring GPU rendering now, inspired mostly by the work of Daniel Reuterswärd and Johannes Lindqvist who share so much of what and why they do what they do. To get on track fast, I have approached them both seeking insight I can use and share with you all here. Today I’m publishing this hybrid thoughts and making-of by Daniel as he makes his first steps with the new FStorm Render engine. More on this, Octane Render and general GPU tasty bites to follow this week by Johannes as well. Enjoy!
Once you’ve established a baseline for your ArchVIZ Art, you will need to effectively leverage technology to scale your operation and stay up to date. Most extra software and hardware solutions may seem pricey at first, but they pay for themselves very quickly. In my experience, the saying “time is money” has proven itself time and time again.
360 degree 3d panoramic virtual tours aren’t new. I remember a period more than 10 years ago when we played with this a bit until it was put aside in favor of conquering photorealism. Now that we have defeated the latter, the former is back, riding the VR waves. Photorealism + Immersive Experience geared by the many headsets available today opens up the field once more and we must look beyond the curve for what’s ahead. Let’s start with the most basic of things, introduced by Robert Dukes from Brisbane based rdvisualization studio – A creation of a 360 degree 3d panoramic virtual tour… we will tackle how to get this working inside an Oculus Rift or Gear VR later on.
Here’s some crazy photo-editing on steroids leveraging stock 3d models. From the 3d side of the fence this might not seem that much hoopla to start with, but this approach seems to transform any still 2d photo into a mini 3d environment in which you can start moving and rotating the objects as long as you can match them with a 3d model which is not that hard. Now bring this back to our realm and since we have it all in 3d anyway, this opens some crazy options for post render manipulations!