>> Thank you, Gabriel. Also, thank you, Ken.
We have been enjoying great support,
and obviously been delighted to follow our interests
and work together.
Also wanted to thank our other supporters, NVIDIA,
Hewlett-Packard have been amazing.
We have been here last year, showing our
particle showcase project.
And it has been a very busy year,
I think, for all of us, so what we are going to do today
is going to go into the microscopic of our
design process,
and hopefully Ken's mother is wrong.
[LAUGHTER]
So, if I could do this,
and then just give you a few words about
Zaha Hadid Architects, and what we do as a group,
so we have several research entities within our company
that look a computational design,
say, tools and developing systems
for our design process. We at Zaha Hadid Architects,
we as a group look at understanding
the real-time immersive virtual domain,
and all its varied application and benefits for our design work
and our industry as a whole.
So, now what we want to do today is to show you how we envisage
and also work together with Gabriel and his team
to awaken and immerse ourselves into the design space,
and benefit from VR
and the immediacy, dimensionality,
and the sense of presence that we get from within VR,
instead of looking at our conventional
hardware interfaces.
So, that brings us then to Mindesk.
I met Gabriel two and a half years ago,
and I immediately got convinced about his vision
of creating a VR plugin for Rhino3D,
which is one of our main software platforms
within the company,
which is also linked to our parametric design tools
via Grasshopper.
So, it has been hugely interesting for us
to also not having to change our skillset,
we have that already in our staff,
and also our talented designers,
that I will introduce to you shortly.
What we have done, and this is helping us
obviously greatly look at pilot projects
to see Mindesk maturing and developing and growing.
And we have engaged with the help
of our kind L-Acoustics,
who is a specialist and world leader in audio design systems,
to create a pilot project which is a loop.
So, the loop, and just to give you a quick intro,
is something completely new.
It is fully immersive, Omni-directional soundscape
producing hi-fi system.
It has 23 channels to deliver that Omni-directional sound,
and uses roughly one kilowatt of power
to produce that brilliance.
>> So, what we are doing, what we are typically used to
is, while working in 3D,
is to look at the subjects from the outside.
But what is really interesting
is when we can go into one to one scale,
and we can get the sense of the scale of the object,
the three-dimensionality of it,
and we can understand what we are doing better
than just looking at the 2D screen.
So, what I am doing here, I am just trying to rotate the model.
The Mindesk is allowing you to lock the scale,
so right now this is a one to one,
where we do not, do not have to worry
that we accidentally will jump out into some unknown.
So, this is constant, and you can just look around,
review the model,
have a look of how the geometry is interacting
with the infrastructure that needs to be preserved,
and we do not want to modify it.
We can also teleport to bypass the bigger distances.
And what I am focusing on here
was to design the cover for that subwoofer speaker.
And as I would do in Rhino,
I would select that loft command,
and select the parts I want to loft
and create the surface in between.
And then, what we saw is that in the resulting surface,
is colliding with the infrastructure.
So, to resolve that problem,
we can just do it directly on the spot
by just changing the,
manipulating the control points of the surface
until we can resolve the clash. There is some problem with the--
>> And I think what we have to clearly say,
you are suffering the problem that you see in the projection,
in the old ways.
If you are inside the 3D space, obviously,
that makes it a completely different ball game.
>> Yes, so also in the latest release of Mindesk,
there was an update of a gizmo which was really helpful,
because by just freehand moving the points,
you sometimes move it in a very strange direction
which you do not,
you will not know about until you look from the other side.
So, it is really helpful to have arrows
that snap to certain planes,
where you can control how you move the points.
I think that is all.
The crash is resolved.
>> Okay, obviously this is not the entire design process,
but you got a good impression, I hope.
So, we did not want to leave you with this.
We also wanted to show you the
current status of the project,
so this is an animation that we just launched.
It was produced with our partners,
LineCreative, using Unreal Engine
and this obviously pre-rendered animation,
so you can see the final status.