Light Gallery
Slow Architecture
The philosophy behind this gallery is contextual.
While I was working on CULTVRAL Gallery, I had to be very aware of geometric size limitations (triangle counts and texture sizes) because AltspaceVR supported mobile devices like the GearVR. This was a major artistic limitation.
To go against this former limits, I designed a gallery whose main objective was to produce a pleasant and dramatic indirect light scenarios, irrespective of geometry limitations.
Performance and geometric complexity was no longer a concern because I would only be releasing the VR art in galleries where I can ensure that there is a powerful VR computers that can run the experience smoothly.
The architecture was also designed for “occlusion culling”, a computer visualization technique that allows the computer to not compute objects it does not see. This allows the curator to place a extremely complex art pieces in each rooms that are visually isolate from each other. These types of technological strategies start to influence the shape of the architecture as much as former concepts like gravity do in reality.
SLOW RELEASE
THE PLAN IS TO RELEASE A NEW SCULPTURE AND ROOM EVERY 6-12 MONTHS
The end goal is to create a VR art gallery that is filled with art. A slowly evolving symbiosis of VR art and architecture.
Because of the complexities of of creating VR experiences, the gallery will be released in “chunks”, one room at a time. After 5-10 years, once each room has been released, they will all be assembled and released as a unified VR gallery. New rooms will likely be added to the gallery.
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The following 2/~15 rooms have been released:
Salvo - June 2019
Flame - February 2021