{"id":1139,"date":"2007-01-02T17:00:59","date_gmt":"2007-01-02T22:00:59","guid":{"rendered":"http:\/\/blog.rebang.com\/?p=1139"},"modified":"2008-04-14T00:20:28","modified_gmt":"2008-04-14T04:20:28","slug":"the-lens-moves-back-to-design","status":"publish","type":"post","link":"https:\/\/blog.rebang.com\/?p=1139","title":{"rendered":"The Lens Moves Back to Design"},"content":{"rendered":"<p><img decoding=\"async\" src=\"pic\/lambaRT.jpg\" alt=\"lambaRT\" hspace=\"40\" \/><\/p>\n<p>Besides the whole Neuronet\/IAVRT thing that&#8217;s taken up some of my time, I&#8217;ve been thinking that I need to try (again) to focus this blog more narrowly on those subjects that are easily understood as being related. There&#8217;s a few reasons for this. One is that I don&#8217;t think most people see how, for example, I connect something like an indy(?) band&#8217;s video on Revver (<a href=\"http:\/\/blog.rebang.com\/?p=1129\">reLink<\/a>) to the future of product development and virtual worlds. Even if they&#8217;re dedicated readers of this blog, the lines are too tenuous for many people. One other reason is that I recognize my own tendency to stray too far afield; dangerous given my own widely varying interests. Consequently, I wanted to start off the New Year with a post about something that isn&#8217;t new, but which is starting to gather steam (pun intended): product realism inside videogames and virtual worlds.<!--more--><\/p>\n<p>The above still image is from a mid-November <a href=\"http:\/\/gametomorrow.com\/blog\/index.php\/2006\/11\/12\/cell-interactive-ray-tracer-irt-at-sc06\/\">post over on IBM&#8217;s Game Tomorrow blog (Link)<\/a> talking about realtime raytracing (there&#8217;s a Quicktime video linked as well). I&#8217;d caught <a href=\"http:\/\/gametomorrow.com\/blog\/index.php\/2006\/03\/24\/cell-cant-texture\/\">an earlier Cell-rendering post (Link)<\/a>, but there&#8217;s something about seeing a designed object that really gets my attention; as an Industrial Designer, I can relate to the car more than an amorphous blob that&#8217;s a technical exercise. In addition to those posts, there was a bit of buzz recently about raytracing videogames after <a href=\"http:\/\/pcper.com\/article.php?aid=334\">Daniel Pohl wrote about it in a widely-circulated article (Link &#8211; good read)<\/a>. Not that these advanced rendering techniques haven&#8217;t popped up in this context before &#8211; they have (<a href=\"http:\/\/blog.rebang.com\/?p=220\">reLink<\/a>) &#8211; but there seems to be a growing swell of interest.<\/p>\n<p>While I&#8217;ve already stated my thoughts that even previous generation content is sufficient for user immersion (<a href=\"http:\/\/blog.rebang.com\/?p=1133\">reLink 1<\/a>, <a href=\"http:\/\/blog.rebang.com\/?p=870\">reLink 2<\/a>) and idea testing (<a href=\"http:\/\/blog.rebang.com\/?p=42\">reLink 3<\/a>), that doesn&#8217;t mean manufacturers find the technology sufficient (assuming they&#8217;re even thinking along these lines, which I suspect most aren&#8217;t). I consider that both a shame and somewhat myopic. Even the much simpler keyboard thing shown below <a href=\"http:\/\/half-life2.com\/\">inside Half-Life 2<\/a> is sufficiently compelling to me that I &#8230; well&#8230; took a screenshot. That alone is significant to me: I took a screenshot of a videogame object as a valid design reference. And Half-Life 2 is filled with both common and futuristic products which are both fun and inspiring but also ordinary in their realism. It&#8217;s more interesting to me to play the game and look at and interact with the models than it is to flip through some of the design books out there.<\/p>\n<p><img decoding=\"async\" src=\"pic\/hl2kybrd.jpg\" alt=\"hl2kybrd\" hspace=\"40\" \/><\/p>\n<p>Of course the question from me is: &#8220;<em>From where did the design and the model come?<\/em>&#8221; because those are things of particular interest and importance to a real world product designer; especially when the model is 1.6 million polygons like that Lambo. The next question I ask myself is: &#8220;<em>When will companies start leveraging their product CAD by using it &#8211; or allowing it to be used &#8211; within virtual worlds and videogames?<\/em>&#8221; because at that point real occupational crossover starts to happen.<\/p>\n<p>At present I know only a few people like myself who straddle the product design\/virtual objects design fence. That must surely be set to change in a big way based on a reasonable expectation that other Industrial Designers will be asking similar questions and taking an increasingly serious look at what it is I&#8217;m hoping to more clearly illustrate in future posts. Whether realtime raytracing takes off or not, it seems that the technology we have available now is sufficient. Then again, maybe a buzzword like &#8220;raytrace&#8221; &#8211; which was a big deal for many of us once running Alias on SGI machines &#8211; will get other, more experienced designers in positions of authority to finally take serious notice.<\/p>\n<p>{Top Image source: Game Tomorrow; Bottom Image source: <a href=\"http:\/\/www.valvesoftware.com\/\">Valve Software<\/a>&#8216;s Half-Life 2}<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Besides the whole Neuronet\/IAVRT thing that&#8217;s taken up some of my time, I&#8217;ve been thinking that I need to try (again) to focus this blog more narrowly on those subjects that are easily understood as being related. There&#8217;s a few &hellip; <a href=\"https:\/\/blog.rebang.com\/?p=1139\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1139","post","type-post","status-publish","format-standard","hentry","category-administrative"],"_links":{"self":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/1139","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1139"}],"version-history":[{"count":0,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/1139\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1139"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1139"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1139"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}