Photogrammetry (2018) #
For a time, I was very intrigued by photogrammetry. This technique consists of taking many photos of an object from all conceivable angles, then a computer program can reconstruct a 3D model of the object by analyzing the images. Usually used for capturing inanimate objects, I decided to see what would happen if I pointed the camera at some friends of mine. The results were exactly what I was hoping for, the uncanny mix of computer glitches with the familiar. The 3D models were a lot of fun to experiment with in Blender. I employed HDRI maps for lifelike lighting and added realistic flora and terrain for scenery. Some backgrounds were solely HDRI maps, likely from HDRI Haven. I rendered everythin in Blender, using Cycles.
Usually when I used photogrammetry for animation work, it was in order to capture something exactly as it is. I would usually clean the model, removing any computer-generated errors. However, challenging this instinct, I chose to accept the glitches as part of the creative process. Reflecting on these works, it's fascinating to see how advancements in technology now enable cleaner captures with fewer photos compared to my initial attempts in 2018. Embracing these imperfections is valuable; they not only add character to the work but also timestamp it within a specific era of evolving yet imperfect technology.