

Hence, the research used representation as a way of knowledge and study verified in the architectural composition plane. The applications developed prototypes using the new methods for cubical drawing, covering both survey and project cultures, and showing the impact of the procedure for the study, analysis and spread of architectural data. Specifically, the second method transferred several properties already in use by spherical perspectives (e.g., the use of exactly two vanishing points per line) within the compact and linear setup of the cubical map.įour cases study were conducted, highlighting the advantages of a holistic vision in immersive modality, where both traditional and innovative techniques are a correlated way of thinking and not antagonists anymore. To such an end, it organized two methods with systematic definitions for drawing cubical perspectives by using simple tools, both from direct observation and from associated floorplan and section. As well, the research developed new theories and methods for cubical perspective, starting to fill an existing gap in the field of drawing. The utility of the approach was tested through cases study.Īmong the outputs, the investigation defined the “hybrid immersive model” (HIM), a model that joins traditional drawing with digital immersive techniques.

The developments belong to the disciplinary field of drawing and are reinforced with definitions from the mathematical one. The research gathered new methods for cubical perspectives drawing with their final VR fruition through digital techniques. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.Ī digital cooperation methodology based in the scientific definition of cubical perspective is presented. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project.
Free ruler and compass drawing software software#
The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The artefact processes various inputs into one mixed output. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. There are currently very few options for executing live spherical drawings for an audience. The desired software platform should integrate well within digital art practices, stimulate and facilitate the practice of anamorphic handmade spherical drawings, and expand spherical perspectives’ applications through the emerging media of Hybrid Immersive Models (HIMs). For the latter, we use a node-based program that allows us to prototype the workflow before entering a pure coding stage. We map the base requirements of the software from three sources: the state of the art of drawing techniques for spherical perspectives (equirectangular, azimuthal equidistant and cubical), the available software for their practice and the experimentation with novel hybrid artefacts.

We investigate current best practices and available software in order to extract functionalities, requirements, improvements, possible integrations and future developments. We discuss the design requirements of a software platform for constructing immersive environments through handmade spherical perspective drawings in a performative setting, with concurrent interactive live feed of the spherical drawing’s VR visualization.
