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Here's something I stopped working on in February 2020 depicting the bribery of Sokolov with King Street Brandy. I believe I was pretty much done with the lighting and was only going to redo Havelock's and Corvo's poses and add some cigarette smoke for Havelock. I didn't know how to do the smoke at the time so my only attempt looked like chimney smoke instead (for cigarette smoke you'll want to use ribbon particles.)
I ran into a bit of a roadblock with baking the lighting and intended on waiting for GPU Lightmass to be included in the engine, so it could calculate the lighting with my video card instead of CPU. I was trying to use high enough resolution lightmaps (shadow resolution) that I couldn't see any pixelation - higher than is reasonable for an actual game - but it was getting stuck at 99% unless I lowered the resolution. I remember reading that each object uses a single CPU thread and it was likely one object was just taking way longer than everything else (probably the floor), or that I was running out of memory and Lightmass was crashing without telling me. Given how long it always took I suspected it was just crashing. GPU Lightmass did solve the problem and I could bake at whatever resolution I wanted in a fraction of the time, but then I ran into a bug with masked materials where the masked parts would just show up black. For instance, the rubbish on the ground would have black boxes around each piece of paper. I could fix this by disabling a feature called virtual textures but then only completely static lights would be supported, so I'd get no specular lighting. That means that a surface wouldn't know which direction the light was coming from, so for example a bright light wouldn't show up in a reflection on a polished surface.
Anyway, on to some other stuff. The fog being lit by the hanging lights is fake and is just a cone shaped mesh with a translucent material applied. This was the first material I made myself without a tutorial and works just like it does in the game. It's very simple stuff but it's got soft edges, a bit of noise, and fades out based on distance so I was pretty happy with that. The cable on the floor uses a simple spline system and bends a small cable model based on a curve I draw. Again, I think this is how they did it in the game because there's no model for a curvy cable in the files, just a small section of straight cable. My system was a little too simple so the section lengths are inconsistent and it floats off the floor as you can see from the shadow at the bottom.
I also learnt what trim sheets are and used them to blend the floor and walls and some other things with a dirt texture. If you zoom in you can see the dithering (grainy texture to blend it in). There's also a blending effect on certain objects like the bottom of the cage walls - again you can see a dithering effect. This effect is a bit limited and can make objects have weird lighting so it's not used as much as I'd like.
In conclusion, this is mostly done but the lighting isn't as high quality as usual. Particularly the shadows from the cage bars.
Old version for comparison. This is blurry as shit because of the type of bloom I was using.
Before adding streetlights to the National Mall project, I needed to figure out where they should be placed.
Using Terraserver high resolution satellite imagery and Google Maps Streetview, I created an accurate light map indicating where light are placed and the type of lighs they are.
With this information, I can now figure out how much simplification will be needed and transfer the light placement to a baseplate grid map. I'll then use that map to place the lights on the actual build and wire everything up.
Fer FUN!
The snapshot was grabbed right out of MakeHuman.
Ok, I did resize it to 4K, but there are no touch ups. What you see is what was rendered in MakeHuman, using Advanced Render and Lightmap SSS under the Rendering options. Technically, I did edit the male model, with regards to the facial features and all that, but, beyond the resizing, I did nothing else to the pic.
Façade sud de la cathédrale du Havre, assez érodée, et sa route en pavée rongée par les plantes rampantes. Thème inspiré par un jeu "Thief: The Dark Project", ou "Dark Project la Guilde des Voleurs" en français, les missions "La cathédrale hantée" et "Retour à la cathédrale". Inspiré de cette image s2-ssl.dmcdn.net/AM-vA/x1080-FWb.jpg ... Donc une cathédrale abandonnée à moitié en ruine, mais où règne encore une certaine présence...
Il faut noter que le rendu tente de s'approcher du rendu du jeu, mais avec quelques changements: à la base monochrome (lumière et ombre, ou lightmap en anglais, en noir et blanc, 8-bit avec des contraste assez fort); j'ai préféré gardé un peu le bleu du ciel, un peu de couleur chaude dégagée par les projecteurs (mais dé-saturée largement). La couleur un bleu-vert est inspiré par le rendu verdâtre des jeux avec lightmap 8-bit tournant sur des ordinateurs modernes aux couleurs 32-bit mais ne trouvant pas de couleur adaptée applique une couleur correspondant à une perte de champs (les photographes connaissent ces déviations lorsqu'une photo est
très sous-exposée, et que l'on cherche à récupérer les ombres). Je n'ai pas opté pour du verdâtre mais pour un bleu-vert pour une certaine esthétique, le but n'étant pas de mimé les défaut de rendu d'un vieux jeux vidéo sur une carte graphique moderne. Voilà toute l'explication de l’inspiration de ce cliché !
A close-up render of my Structure Synth/Sunflow variation on a previous rendering.
Full render is 3000x2000 and is fun to inspect at that size to see all the reflections and refractions. Lit the same way as the previous image in my photostream.
Here are the render stats (the anti-aliasing and the tracing depth are what kill the render speed, it seems):
SCENE info : Scene stats:
SCENE info : * Infinite instances: 2
SCENE info : * Instances: 4434
SCENE info : * Primitives: 49457
SCENE info : * Instance accel: auto
SCENE info : * Scene bounds: (-2.45, -3.38, -0.45) to (1.45, 0.63, 3.45)
SCENE info : * Scene center: (-0.50, -1.38, 1.50)
SCENE info : * Scene diameter: 6.81
SCENE info : * Lightmap bake: off
LIGHT info : Light Server stats:
LIGHT info : * Light sources found: 1
LIGHT info : * Light samples: 129
LIGHT info : * Max raytrace depth:
LIGHT info : - Diffuse 2
LIGHT info : - Reflection 8
LIGHT info : - Refraction 8
LIGHT info : * GI engine none
LIGHT info : * Caustics: none
LIGHT info : * Shader override: false
LIGHT info : * Photon override: false
LIGHT info : * Shading cache: off
LIGHT info : * Build time: 0ms
SCENE info : Rendering ...
BCKT info : Bucket renderer settings:
BCKT info : * Resolution: 3000x2000
BCKT info : * Bucket size: 32
BCKT info : * Number of buckets: 94x63
BCKT info : * Anti-aliasing: 4 samples -> 16 samples (adaptive)
BCKT info : * Rays per sample: 1
BCKT info : * Subpixel jitter: off
BCKT info : * Contrast threshold: 0.10
BCKT info : * Filter type: mitchell
BCKT info : * Filter size: 4.00 pixels
BCKT info : Render time: 9:17:33.9
SCENE info : Done.
©David C. Pearson, M.D.
Just a shot of the background with the same focal settings as when I took a shot of the mirrorball. HDR.
Here's an old version of Triangle3D (non completed demo) using this as a lightmap.
www.unitzeroone.com/labs/Triangle3DOld/Alt.html
original :
Simple demonstration of how well an equirectangular pano can be used for environment mapping (since simple light probes unwrapped suffer from singularities). This equirectangular panorama is used here as both background and as a 3D light map in this CG rendering.
The three balls are rendered as chrome (for reflections), glass (for refraction. IOR=1.6), and brushed steel (for diffuse reflection).
[note: yes, I know there are a few frames with rendering bugs that appear as white patches].
©2008 David C. Pearson, M.D.
A broken NeXT workstation I found in the e-waste bin. It's the first time I've seen one. I remember, in the mid 90's, reading about how John Carmack set up a fast NeXT machine to preprocess Quake lightmaps.
Set the time to midnight to see if lightmaps and such had survived the partial resurrection of the edited Cotterell map, and there was still a Kinch operated U18 travelling around empty!
WorldMachine island render with baked lightmaps and flowmap. Water bodies, rivers, streams and the ocean added using photoshop. The island is still a long way from being finished, but the basic layout is now complete, allowing me to focus on medium to high levels of detail. Once the island has been almost fully detailed at a medium to high level, i can start adding textures and vegetation. I want to postpone texturing and adding vegetation till the end as it will dramatically effect performance in the editor and i dont want to get sidetracked with those details. I want to avoid using lots of geometry objects such as rocks to shape the terrain, as i will be pushing the limits of objects in one map, instead focusing on making the terrain as detailed as possible and use voxels for the more intricate details.
I should point out that this image is in fact a full size 4096 render, but due to the limitations of the Flickr basic account, image sizes are limited to 1024.
When im a little more financially able, i will buy a pro account so the full size images can be seen.
Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!
Another screenshot from my unnamed "engine".
The scene consists of one camaro model, 40 stone pillars, and one shadow-casting spotlight.
The way the shadowmapping works is that the entire scene is rendered from the lights point of view, but the color of each pixel is not rendered, instead the depth is stored for each pixel. This results in a surface containing information about what the light actually "sees", and thus, what it does not see ( = what will be shadowed). Its pretty neat.
This way the quality of the shadows can be adjusted by changing the resolution of the shadow map. In this screenshot I am using a 1024x1024 sized map.
You may also note that the field of view is a little wider in this screenshot.
This project needs a name, any suggestions?
second floor of the architecture school
a 3D light graph of sorts
the mirrors on the ceiling really embellish the enchantment factor
For comparison only. This is the back of the 36 LED panel I bought off ebay. Notice it only has a series of reisistors. No protection against voltage spikes.
For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.
Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.
I bought this mirrorball in a danish living store. Apparantly used decorative normally (who doesn't like shiny round things), the woman at the counter was surprised I just bought one. It's small, but it does the job. Don't expect to get good panorama images from it though.
Here's an old version of Triangle3D (non completed demo) using this as a lightmap.
www.unitzeroone.com/labs/Triangle3DOld/Alt.html
original :
The basic lighting in my deferred renderer is now complete.
This picture shows the different surfaces that are created and used to compose the final image.
The top left image is the scene without any light.
In the top right image, each texel describes the normal of the surface at that exact point.
The bottom left image consists of depth information.
The bottom right image is a lightmap created using the information stored in the normal-map and depth-map.
There are 5 lights in the image, 3 pointlights (the red, blue and green lights), 1 spotlight adding illumination from straight above, and one ambient light giving light to the entire scene.
And, obviously, the image in the middle is the final composed image.
The next part I'm going to struggle with is shadowing.
Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!
Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!
API info : Building scene instance list for rendering ...
API warn : Ignoring empty instance: "shape12886424.instance"
API warn : Ignoring empty instance: "shape4084687.instance"
API warn : Ignoring empty instance: "shape8239415.instance"
API warn : Ignoring empty instance: "shape5785980.instance"
API warn : Ignoring empty instance: "shape3470405.instance"
API warn : Ignoring empty instance: "shape14708200.instance"
API warn : Ignoring empty instance: "shape5473986.instance"
API warn : Ignoring empty instance: "shape4783040.instance"
API warn : Ignoring empty instance: "shape9338708.instance"
API warn : Ignoring empty instance: "shape12506065.instance"
API warn : Ignoring empty instance: "shape518154.instance"
API info : Building scene light list for rendering ...
SCENE info : Scene stats:
SCENE info : * Infinite instances: 1
SCENE info : * Instances: 89
SCENE info : * Primitives: 9471
SCENE info : * Instance accel: auto
SCENE info : * Scene bounds: (-3229,75, -2906,66, -3819,02) to (3110,45, 3484,86, 1175,46)
SCENE info : * Scene center: (-59,65, 289,10, -1321,78)
SCENE info : * Scene diameter: 10295,36
SCENE info : * Lightmap bake: off
LIGHT info : Instant Global Illumination settings:
LIGHT info : * Samples: 64
LIGHT info : * Sets: 1
LIGHT info : * Bias bound: 0,000300
LIGHT info : * Bias rays: 0
LIGHT info : Tracing virtual photons ...
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LIGHT info : Tracing time for virtual photons: 108ms
LIGHT info : Stored 0 virtual point lights for set 1 of 1
LIGHT info : Light Server stats:
LIGHT info : * Light sources found: 1
LIGHT info : * Light samples: 1
LIGHT info : * Max raytrace depth:
LIGHT info : - Diffuse 1
LIGHT info : - Reflection 4
LIGHT info : - Refraction 4
LIGHT info : * GI engine igi
LIGHT info : * Caustics: none
LIGHT info : * Shader override: false
LIGHT info : * Photon override: false
LIGHT info : * Build time: 116ms
SCENE info : Rendering ...
BCKT info : Bucket renderer settings:
BCKT info : * Resolution: 5000x5000
BCKT info : * Bucket size: 32
BCKT info : * Number of buckets: 157x157
BCKT info : * Anti-aliasing: 1 sample -> 4 samples (adaptive)
BCKT info : * Rays per sample: 1
BCKT info : * Subpixel jitter: off
BCKT info : * Contrast threshold: 0,10
BCKT info : * Filter type: gaussian
BCKT info : * Filter size: 3,00 pixels
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BCKT info : Render time: 2:43:48.8
SCENE info : Raytracing stats:
SCENE info : * Rays traced: (per pixel) (per eye ray) (percentage)
SCENE info : eye 30485951 1,22 1,00 2,39%
SCENE info : shadow 1245057536 49,80 40,84 97,61%
SCENE info : total 1275543487 51,02 41,84 100,00%
SCENE info : Done.
java.lang.ArrayIndexOutOfBoundsException: 423
at org.sunflow.core.primitive.TriangleMesh.getPoint(TriangleMesh.java:339)
at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:361)
at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:354)
at org.sunflow.core.primitive.TriangleMesh.init(TriangleMesh.java:333)
at org.sunflow.core.primitive.TriangleMesh.update(TriangleMesh.java:114)
at org.sunflow.core.Geometry.update(Geometry.java:66)
at org.sunflow.RenderObjectMap$RenderObjectHandle.update(RenderObjectMap.java:297)
at org.sunflow.RenderObjectMap$RenderObjectHandle.access$6(RenderObjectMap.java:296)
at org.sunflow.RenderObjectMap.update(RenderObjectMap.java:102)
at org.sunflow.SunflowAPI.update(SunflowAPI.java:219)
at org.sunflow.SunflowAPI.geometry(SunflowAPI.java:331)
at hipstersinc.sunflow.SunflowShape.set(SunflowShape.java:29)
at hipstersinc.P5Sunflow.render_triangles(P5Sunflow.java:138)
at processing.core.PGraphics3D.endShape(PGraphics3D.java:1020)
at geomerative.RSubshape.draw(RSubshape.java:350)
at Temporary_6496_9897$form.render(Temporary_6496_9897.java:89)
at Temporary_6496_9897.draw(Temporary_6496_9897.java:34)
at processing.core.PApplet.handleDisplay(PApplet.java:1465)
at processing.core.PGraphics.requestDisplay(PGraphics.java:690)
at processing.core.PApplet.run(PApplet.java:1562)
at java.lang.Thread.run(Thread.java:613)
java.lang.ArrayIndexOutOfBoundsException: 423
at org.sunflow.core.primitive.TriangleMesh.getPoint(TriangleMesh.java:339)
at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:361)
at org.sunflow.core.primitive.TriangleMesh$WaldTriangle.(TriangleMesh.java:354)
at org.sunflow.core.primitive.TriangleMesh.init(TriangleMesh.java:333)
at org.sunflow.core.primitive.TriangleMesh.update(TriangleMesh.java:114)
at org.sunflow.core.Geometry.update(Geometry.java:66)
at org.sunflow.RenderObjectMap$RenderObjectHandle.update(RenderObjectMap.java:297)
at org.sunflow.RenderObjectMap$RenderObjectHandle.access$6(RenderObjectMap.java:296)
at org.sunflow.RenderObjectMap.update(RenderObjectMap.java:102)
at org.sunflow.SunflowAPI.update(SunflowAPI.java:219)
at org.sunflow.SunflowAPI.geometry(SunflowAPI.java:331)
at hipstersinc.sunflow.SunflowShape.set(SunflowShape.java:29)
at hipstersinc.P5Sunflow.render_triangles(P5Sunflow.java:138)
at processing.core.PGraphics3D.endShape(PGraphics3D.java:1020)
at geomerative.RSubshape.draw(RSubshape.java:350)
at Temporary_6496_9897$form.render(Temporary_6496_9897.java:89)
at Temporary_6496_9897.draw(Temporary_6496_9897.java:34)
at processing.core.PApplet.handleDisplay(PApplet.java:1465)
at processing.core.PGraphics.requestDisplay(PGraphics.java:690)
at processing.core.PApplet.run(PApplet.java:1562)
at java.lang.Thread.run(Thread.java:613)
Cree XP-G backup light using the same led module as the dome and courtesy lights fixed to a 1157 base. I've been testing these out for a few months and they work great. The light output is actually about the same as stock with a tiny fraction of the amp draw. If you're interested in these, shoot me an email.
This is a screenshot of Triangle3D, my Flash3D engine running in realtime. This object has around 16.000 polygons. I used the mirrorball and background to as inputs for the envmap and background. Runs pretty smooth.
Here's an old version of Triangle3D (non completed demo) using this as a lightmap.
www.unitzeroone.com/labs/Triangle3DOld/Alt.html
original :
This circuitry was designed by TaskLED specifically for this application. It regulates the voltage so that a constant level of current and voltage powers the LED and spikes will not damage it. *Questions? Please leave a comment. Let me know what you think.
Working on new tool to export geometry and generate UV texture coordinates for Sunflow to bake lightmaps. These can then be texturemapped in realtime and look incredible!
Testing with a more complex scene using 512x512 lightmaps. Still fighting edge artefacts due to default bilinear texture filter setting in OpenGL
Testing with a more complex scene using 512x512 lightmaps. Still fighting edge artefacts due to default bilinear texture filter setting in OpenGL
Testing with a more complex scene using 512x512 lightmaps. Still fighting edge artefacts due to default bilinear texture filter setting in OpenGL
#Area map of Odense, Denmark #BlackandWhite, #Maps
#Black, #Business, #Cartography, #City, #CityPlan, #Denmark, #Design, #Download, #Editable, #Europe, #Footway, #Geography, #Handmade, #Highways, #Image, #Infographic, #InnerCity, #Landmark, #LightMap, #Location, #Map, #MapTemplate, #Marker, #Marketing, #Monochrome, #Odense, #OdenseAreaMap, #OdenseMap, #OdenseVectorMap, #Plan, #Presentation, #PrintMap, #Roads, #Selfmade, #Sightseeing, #Street, #StreetMap, #Template, #Texture, #Tourist, #Trails, #Travel, #Trip, #Urban, #Vacation, #Vector, #WallArt, #WallMap
I have to say, getting these shadows to work has been the hardest work so far.
This is the first time its working somewhat properly..still with alot of strange artifacts as you can see.
Still, its something :)
#Area map of Copenhagen, DENMARK #BlackandWhite, #Maps
#Black, #Business, #Cartography, #City, #CityPlan, #Copenhagen, #CopenhagenAreaMap, #CopenhagenMap, #CopenhagenVectorMap, #Denmark, #Design, #Download, #Editable, #Europe, #Footway, #Geography, #Handmade, #Highways, #Image, #Infographic, #InnerCity, #Landmark, #LightMap, #Location, #Map, #MapTemplate, #Marker, #Marketing, #Monochrome, #Plan, #Presentation, #PrintMap, #Roads, #Selfmade, #Sightseeing, #Street, #StreetMap, #Template, #Texture, #Tourist, #Trails, #Travel, #Trip, #Urban, #Vacation, #Vector, #WallArt, #WallMap
This is my successful import of textured meshes into the Unity game engine. I also imported lightmaps for glowing lamps.
For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.
Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.
For LightPlay 2013, students were sent out into Montréal to capture the city's nighttime light signature.
Students explored at will and captured the monuments, buildings, and public spaces that most inspired their imagination. They condensed their findings into a map of the city, which was available throughout IALD Enlighten Americas 2013.