为莫斯科市政府在REW大会上制作的MR混合现实装置 / Inty++

业主/Client :莫斯科政府
面积/Area :待补充
年份/Year :2017年
位置/Location :俄罗斯·莫斯科

非常感谢 Inty++ 分享内容给 WeHow。

Thanks to Inty++ for sharing with WeHow.

混合现实是一种基于三层图像同步操作的交互式全息表演——反射(PG效果)、背景LED屏幕和地面投影映射。它创造了一种光学错觉,模糊了真实物体和虚拟物体之间的界限,让观众难以置信。此作品是为莫斯科市政府的展位而设计的。
Mixed Reality is an interactive holographic show based synchronous operation of three image layers – reflections (PG-effect), backdrop LED screen and the floor projection mapping. It creates an optical illusion that blurs the boundaries between real and virtual objects, making the viewers not to believe their eyes. Created for the exhibition booth of Moscow City Government.

全息影像——通往完美幻象之路
The Hologram – On the Way to a Perfect Illusion

全息投影是数字可视化领域的珠穆朗玛峰,是源于《星际迷航》的童年梦想,也是终极挑战。虽然真正的全息投影尚未实现,但已有许多替代方案和近似方法。最近,莫斯科市政府就打造了一个令人印象深刻的全息投影装置。Inty团队设计出了视觉效果惊艳的内容,在三个图像层——PG全息投影、LED背景屏幕和地面投影映射——上呈现出逼真的立体感。
It is the Mount Everest of digital visualizations, a Star Trek-induced childhood dream, the ultimate challenge: the hologram. Although a true hologram has not yet been realized, there are many workarounds and approximations. One impressive holographic installation has just recently been put into reality for the Moscow City Government. Inty team was able to design visually stunning content that emanated true plasticity on three image layers – the PG hologram, backdrop LED screen and the floor projection mapping.

创意和方法
The idea and approach

我们采用了源于19世纪初的传统佩珀尔幻象(Pepper’s Ghost)概念。佩珀尔幻象的原理是将图像反射到玻璃或金属箔上。由于玻璃/金属箔的透明性使得观看者仍然可以看到反射图像背后的所有物体,因此图像看起来就像悬浮在半空中一样。
We used the traditional Pepper’s Ghost concept which dates back to the early 19th century. PG is based on the reflection of an image onto glass or foil. Since the transparency of the glass/foil allows the viewer to still see everything behind the reflected image, it appears to be floating in mid-air.


装置布局
Setup

整个装置包括一面LED背景墙、三台用于地面的投影仪以及一面安装在天花板上的LED墙。通常情况下,图像源会嵌入到地板下方的箔片中,但我们希望观众与全息影像处于同一水平面上。如果将全息影像放置在高台上,就会削弱其效果。
The setup itself consisted of an LED backdrop wall, three projectors for the floor and LED wall mounted to the ceiling. Usually the image source is embedded into the floor underneath the foil, but we wanted to have the audience stand on the same level as the hologram. Putting the hologram on an elevated stage would have weakened the illusion.

创新点
Novelty

如果仔细研究投影仪的用途,这一点就尤为重要。一方面,它们使得动画能够从背景墙延伸到地板上,再投射到全息薄膜上,从而实现了从显示到全息投影的转变。另一方面,它们通过赋予全息图动态阴影,使其更具立体感——这个简单的创意却带来了巨大的改变。
This is especially true if one looks at the purpose of the projectors. On the one hand they gave the opportunity to extend animations from the backdrop wall via the floor onto the holographic foil, thereby transcending from display into holography. On the other hand, they added plasticity to the hologram by providing it with an animated shadow – a simple idea that made all the difference.


可视化内容
Visualization

在内容方面,我们面临的任务是将较为抽象的主题可视化,重点关注莫斯科市的能源政策,例如价格优化和能源融合。我们将内容分为八个部分,并为每个部分采用了不同的设计方法和动画。在某些部分中,我们将事实和数据移至背景墙,全息投影则显示3D模型。而在其他部分中,我们将视觉元素分布在所有三个图层上,营造出空间感和3D动画效果,例如从地面升起的柱状图。为了让全息图看起来更具立体感,我们必须使用Alpha通道,并避免使用眩光、光晕和模糊效果。过多的细节也会破坏立体效果,使图像显得过于扁平。我们花了大约两周时间进行尝试,最终确定了一套合适的3D图形工作流程。
In terms of content, we were faced with the task to visualize rather abstract topics, focusing on the energy policies of the city of Moscow, such as price optimization and energy convergence. We divided the content into eight segments and used individual design approaches and animations for each. For some segments, facts and figures were shifted to the backdrop wall and the hologram showed 3D models. Other segments, spread the visuals across all three layers, creating spatial impressions and 3D animations like bar charts rising from the floor.
To make holograms look as much 3D, we had to use alpha channel and avoid using glare effects, flares and blurs. Too much details also damaged the illusion and made the image look too flat. We had played about two weeks before we defined a proper recipe for 3D graphics workflow.


制作流程
Production

由于使用了三个独立的图像源,内容制作变得相当复杂。同步是个难题,倒不是播放环节的问题,而是设计过程中的问题。我们不想创建三个独立的动画通道,而是创建了一个包含单一动画时间线的项目。为此,我们为设计团队创建了一个用户界面,该界面不仅显示每个单独的图层,还在第四个窗口中显示整个项目。这样,我们就可以作为一个整体来创建内容。然后,我们通过不同的标记和参数,将内容分发到相应的机器上。
With three individual image sources, the content production in turned out to be quite intricate. Synchronization was a bit of a problem, not so much in terms of playout, but rather during the design process. We didn’t want to create three separate animation channels. Instead, we created one project with one animation timeline. For that purpose we created user interface for a designers team which showed each individual layer plus the entire project in a fourth window. This allowed us to create the content as a whole. With different markers and parameters, we then distributed the content to its corresponding machines.

展台概念
Booth concept

展位的设计从装置本身开始。混合现实装置的所有内部结构都成为展位外部造型的主要参考。为了遮蔽天花板上的LED屏幕,我们决定采用倾斜的屋顶,使其看起来更加自然。所有内部设计都采用暗色调,以引导观众的注意力集中在装置本身。
The booth was design from the origin of setup. The form of all inner structures of the mixed reality setup was the main reference for the outer shape of the booth. To mask the LED-screen on the ceiling we decided to make an inclined roof so it looks more natural. All the inside design was make dark to focus spectators attention on the installation itself.

实验环节
Experiments

为了获得更多视觉灵感,我们在展览闭幕后的夜晚尝试绘制了不同的图形草图,运用了粒子、色彩图案和形状等元素。我们最终构思出了带有实时阴影效果的全息格斗游戏,并用Unity引擎制作了游戏的测试版进行测试。
To get some more visual inspiration we tried out different graphic sketches with particles, color patterns and shapes within the night when the exhibition was closed. We came up with the idea of holographic fighting game with real-time shadows and tried our beta version of the game made in Unity.

触摸屏
Touchscreens

为了展示大量辅助信息,我们在展位后墙上安装了6块触摸屏。这些触摸屏以动画海报的形式呈现,介绍了政府企业的节能项目。
To demonstrate tons of secondary information we have placed 6 touchscreens in the backside wall of the booth. These were animated poster-like presentations which introduced the energy efficiency program of the Governmental companies.

音效设计
Sound design

为了完善体验,我们加入定制声音设计:除背景音乐外,Ventuz 内每个事件均触发与对象或动画绑定的独立音效,形成与画面同步的声景,营造震撼氛围。
To round off the experience, we added a custom sound design. Apart from the background music, each event inside of Ventuz fired an individual sound that was connected to an object or animation. This created an audio picture that accompanied the visuals and served for a striking atmosphere.


设计单位 / Design Firm:Inty++

项目经理 / Project Manager:Andrey Ustinov

创意制作人 / Creative Producers:Alexander Volkov, Sergey Startsev, Denis Nikitin, Daniel Kosinsky

艺术总监 / Art Director:Alexander Volkov

实时艺术家 / Realtime Artists:Denis Nikitin, Alexander Volkov

平面设计 / Graphic Design:Liuba Metelica

技术制作 / Technical Producer:Sergey Startsev

工程师 / Engineers:Savva Mihaesku, Roman Filin

技术总监 / Technical Director:Dmitriy Kargin

音效设计 / Sound Design:Tim Aminov, Andrey Poison

视频拍摄 / Filming:lexander Golovkin, Iliya Kozhevnikov

本文由WeHow经 Inty++ 授权编辑/整理发布,图片/视频版权归原作者所有。禁止以WeHow编辑版本进行任何形式转载。

收藏本文
上一篇 5天前
下一篇 2天前

相关推荐

发表回复

登录后才能评论
关注公众号