Is That Real?
Bruce Darrell
"Is that real?" This often asked question is a strong indication of the
advanced state of digital imaging. The quality and range of images that can
be created with the use of current digital technologies is nothing short of
amazing. When it becomes difficult to determine whether a cinematic
sequence was created using live action, physical models, digital technology
or any combination thereof, this indicates that we have arrived at a
plateau in the use of computers within film. Architectural representation
has yet to reach this same plateau. Our use of digital realism is
significantly behind Hollywood, and it is still very much an uneasy issue
for us. The obvious reason for this tardiness is our primary concentration
on building architecture. There are some brave pioneers who are delving
into virtual reality, but even with the most recent advancements, digital
architecture cannot significantly replace the real. At the same time,
architecture as a theoretical and artistic discipline does not end with
representation in most cases. It is the completed physical construct that
still remains the ultimate vehicle for our architectural stories. But we
are making significant efforts to exploit digital realism for our own ends.
A photorealistic digital representation of an unbuilt building is a very
valuable tool for architects. If people can be shown what a building is
really going to look like, they can make a better informed decision to
accept it or, perhaps more importantly, to reject it. Clients seem to
prefer realistic digital representations over many other drawings and
models, because they are finally being presented with a medium that they
can understand. Both they and planners are beginning to require realistic
digital images, estate agents love them and the general public seems to
respond positively them. Indeed, most architects appreciate their value
even if we do get a sense that our job is already done, that a bit of the
thrill of finally finishing a building is sucked away too early. This is
replaced by a fear of not living up to the expectations that are so clearly
presented and the concern of not being able to make changes once a
realistic image of a building is released. However, there is no denying the
benefits of realistic digital images in helping designers to make or
confirm decisions, to really test the design before all of that money is
spent and before more natural environment is destroyed in the creation of
built environment.
The use of realistic digital models is a significant part of the many
changes within architectural practices brought about by the use of
computers. The many benefits of these changes are lessened by significant
problematic issues that continually arise. The greatest perceived problem
is that of education, which is not proving to be an easy process. Finding
skilled staff is difficult and creating the time and desire for existing
people in a practice to be properly trained is often impossible, even if
someone can be found to provide the appropriate training. This is
particularly the case with the boom economy here in Ireland, where many
practices were only beginning to come to terms with the introduction of
computers when everyone became too busy. The general result of this
uncomfortable situation is that the younger, less experienced people in a
practice often have greater skill and knowledge.
Formalised training and personal exploration are the two primary methods of
learning about digital technology, both of which can provide knowledge and
skill that is useful but not necessarily appropriate to the tasks at hand.
Training tends to focus on specific use of tools and isolated workflows in
the context of a simplified, contrived project, and rarely delves into the
overall workings or broader understanding of the software. Personal
exploration is often an ideal method of learning for those people who are
already comfortable with computers, but problematic for most people who
find it difficult to understand certain aspects of the software.
Beyond these two primary methods, most of us learn about computers either
through specific technical assistance to solve a current problem or through
informal discussion and debate, both of which tend to mutate the focus of
learning. Technical assistance is generally too focused on specific
problems to offer any in-depth understanding of how the software and
hardware can be used effectively. It often leaves us feeling stupid because
of the simplicity of the solution or more confused by the complexity of the
explanation, if not both. Informal discussions, in contrast, generally
involve very superficial issues and tend to concentrate on the cult like
status of technology. The continuing debate of Mac versus PC is a humorous
example of this common focus on the tool instead of on the product, as is
the obsessive regard for continually increasing specifications of hardware
and software. All of this distracts us from the more important issues of
appropriateness, workflow and process. Both of these methods of education
tend to create an unproductive, elitist atmosphere, separating those who
know from those who don't. The general trend of education, formal and
informal, to focus on knowledge instead of on skill distorts the fact that
what we can produce with this technology is of primary importance.
Choosing what software to use is another difficult issue. In general it is
either the package with the most features and/or the one that is most
commonly used that is chosen. Both reasons can be problematic. An extensive
feature list is the main focus of the production and marketing of most
professional based software, and having a software package that can do
everything is hard to resist. However, it is a general rule that more
features leads to greater complexity, which increases the difficulty in
learning to do even the most basic things. Given that most users will only
use a small portion of the available tools, especially when using complex
software, a more simplified software can often be a more productive and
cheaper choice.
Choosing popular software offers many advantages including compatibility
with other architects and professions, as well as greater availability of
skilled staff, but software that is appropriate in one field is not always
appropriate in another. There are many small design based practices that
are using CAD software that was developed for engineering professions or
for the production of construction documents of huge projects. This
software is not necessarily appropriate for a small office and it is
generally difficult to integrate such a complex tool into different
processes of design and production. As another example, there are currently
at least 35 different software packages that can be used to produce
realistic digital images. Given that beautiful and compelling images can be
created with any them, the choice between them should be based on
appropriateness and compatibility within a specific practice. The software
should work within the practice instead of the practice having to fit
within the confines of the software. The control that software can have on
the processes and products of an architectural practice is complex but very
relevant and rarely appreciated.
The problems outlined above would be less important were it not for the
fact that they have contributed to a more significant issue of removing
designers from the process of representation. A problematic situation
currently exists where the principal designers and architects in many
practices are not skilled enough in computer technology to produce digital
drawings and images themselves or knowledgeable enough to take full control
of the digital processes of design and production for their projects. The
traditional techniques of representation and design are still available,
but the all pervasive acceptance of computers together with the many
benefits of the increasing availability of digital tools, has significantly
reduced the number of people who will still put pen to paper. Given that
architecture has always involved very tactile and immediate processes of
design and representation, removing the designer's hand through the use of
digital forms of representation can result in distancing them from the
final architectural product.
It is my belief that this removal of the designer from the process of
representation has had an effect on the range and quality of
representations being produced. Digital versions of traditional plans,
sections, elevations and details are usually only supplemented by limited
types of digital modelling. There are indeed examples of significant
explorations into unusual types of models and other forms of digital
representations, but these are sporadic, which is surprising given the huge
range of digital tools available. It is also interesting that much of what
is produced is generic in nature, it is difficult to find examples of
practices establishing recognisable styles or identities within digital
representation. The differences that do exist in the nature and quality of
many images seem more accidental or casual than intentionally designed.
This lack of individuality within most representations can indicate that
the authors are either not the designers, or that they are not comfortable
with the tools they are using.
Beyond the traditional two dimensional drawings, digital representation
seems to be limited to three dimensional modelling, with realism being the
common goal. Every mainstream software modelling package either offers
realism as the ultimate product or has a direct link to one that does. Most
people involved in digital modelling express a desire for their work to be
more realistic. But this goal is a hard one to attain, and increasingly so
as our expectations change to match the increasing possibilities of the
technology. What was considered realistic several years ago, doesn't seem
quite so real now, and each successive step towards the goal of realism can
be harder to achieve, requiring more time, skill, ingenuity and
obsessiveness. So, why are most efforts directed towards realism? What
happened to abstraction?
There are many examples of digital images that appear to be more abstract.
The use of uniform color and simplified volumes to indicate massing, forms
and programatic distribution seems to be the most common, as well as the
isolation of buildings or parts of buildings as objects against a uniform
background. Intentionally dark images with pockets of light and color are
often used to present a dynamic image of an illuminated building at night
but are also used to obscure areas that are not yet designed or to focus on
particular elements. Images of different types are often overlaid or
collaged, creating multiple readings. Unusual, impossible or distorted
viewpoints and camera angles are commonly used to shift the focus or to
create dynamic images. The use of transparent wire frame images can easily
make any building appear complex. Attempts are also made to mimic the
styles and effects of another medium or of a stylised type of image. While
these examples may contain realistic aspects, they can all be seen as
abstractions in the way that they intentionally reduce, obscure, distort or
manipulate what is being presented.
There are other images that appear to deny realism in favour of
abstraction, but I would question whether most of them are intentionally
abstract. A large number of 'abstract' images seem to be end products of
the limits of the author's time, skill, knowledge or efforts. There are
also many interesting, dynamic and often beautiful examples that would
appear to to include uncontrolled use of particular aspects such as over
illumination, or to involve interesting use of unusual software features or
indeed to be fortunate accidents. Most of these representations seem to
have had realism as a desired goal but fell short for a variety of reasons.
Obviously we all need to produce in order to learn and advance our
capabilities, however we should take advantage of the limits of time and
skill, and create more appropriate and particular abstract representations
instead of limited realism.
I would suggest that abstraction is fundamentally a design driven,
conscious, act of representation, involving processes of delaying,
condensing, limiting, removing and distorting what is presented for a
particular purpose. Many of the digital representations that are being
produced seem to be lacking this design driven intent. Abstraction has very
valid and necessary roles within architectural representation but I would
argue that its use within the digital realm has been limited by
difficulties in education, by the removal of the designer from the process
of digital representation and by the pervasive desire for realism. But
realism can take care of itself, it is being driven by many forces and will
always be there as a desired option. The use of abstraction within digital
representation, on the other hand, needs a more conscious and deliberate
effort to define the particular possibilities and to explore the vast array
of tools, features and options that are currently available.
I believe that a refocus of computer education within architecture is
needed. Instead of a limited concentration on software functionality, there
should be a greater focus on the variety of methods involved, the broad
possibilities of what can be achieved, and the potential relationships to
particular processes of production and design. Instead of a basic
introduction into a wide range of specific tools and functionality there
could be a greater focus on limited tools and techniques, allowing
individuals who are not comfortable with the technology to develop greater
control and understanding in order to use these tools more effectively.
More importantly we need to become familiar with the possibilities of
realism and to become comfortable with its use as a form of representation.
It is perhaps only through casual familiarity with digital realism in
architecture that we can reach the same plateau that has been arrived at in
film, where realism is not so much an issue, but just another tool of
representation. Perhaps then we will be able to learn how to use realism
appropriately, and those of us who can create digital realism can learn to
delay our use of everything we know in order to create more intentional
abstractions. But at the end of the day, designers should be in control of
representation. "Is that abstraction real?"
Bruce Darrell is an architect who is currently exploiting the popular
obsession with digital realism.