Next event:
ERINN SAVAGE – Performance
Tomorrow 15:00 GMT

School of Simulation & Visualisation

The School of Simulation and Visualisation is an undergraduate and postgraduate research and commercial centre of The Glasgow School of Art. Our learning and research environment explores the interface between science, technology and the arts to investigate imaginative and novel uses of advanced 3D digital visualisation, interaction and audio technologies.

Our diverse community is made up of 3D modellers, psychologists, computer programmers, sound engineers and artists, all experimenting, exploring and exploiting creative opportunities. Our award-winning work directly influences our teaching, research and commercial projects. We strategically partner with many high profile government and private organisations pushing the boundaries within numerous disciplines including medicine, medical visualisation, pharmaceuticals, automotive, marine visualisation, heritage and immersive media.

Text Compositions & Performance Art

This project was an exploration into "Composition as a Performance Art". It seeks to question what it is that musical composition, and subsequently performance, can consist of. A collection of seven pieces from a larger body of Text-Based Compositions.

Veil of Mist

Improvisations layered one upon another. The longform of the drone permeates my work, and this is one of several pieces to explore that - but the only one so far to have visuals attached. Inspired by the vague, the uncertain, the glitchy, and the pervasiveness of noise.

MELT

A short commentary on climate change, and other environmental issues.

Using Ambisonic Surround Sound to Enhance Player Experience in 3D Games

This project investigated how Ambisonic surround sound can improve a player's immersion and enjoyment of a 3D game. A 3D game, Pirate Ship Revenge, was developed using Ambisonic spatialisation techniques then tested by members of the public. Participants in the study tested two versions of the game, a binaural mix and a stereo mix, then compared their experiences of the two games through an online survey. The results from this survey suggest that players can successfully tell the difference between a binaural game and a stereo game, and felt more immersed by, and thus preferred, the binaural game.

ShipPlanView

Which version did you prefer?

How often do you play videogames?

Are you a musician or have experience working with audio?

Which did you think was stereo and which was binaural?

Sam Welch Expanded Field

A personal expanded field denoting the internal relationships between various creative outlets which form my larger creative practice

iт will bring the mice in

The mice will be brought in.

My panic is your panic, is your panic mine?

My panic is your panic, is your panic mine? We wither, wallow, wait and ward off this unshakable evolutionary response. Panic is silence. Panic is crowding, a bustling cornucopia of responses and reactions. Panic is i n d i v i d u a l and collective. We all experience panic in different forms, differing severity differing in frequency. Our panic is individual yet collective. It is both private and public, secret and gossip. Do we all feel panic the same? Do we perceive others panic as our own perception of panic? My panic is your panic, is your panic yours?

Is a beaver's dam natural?

'Is a beavers dam natural?' explores the pervasiveness of both the natural and unnatural in the urban environment. Specifically focusing on the Kingston bridge, a large motorway bridge built over the River Clyde, questioning its status as an unnatural object and asking the question: ‘Where does the natural end and the unnatural begin?'

The Library Cave Opens: Final Project

The Library Cave Opens is a short video game-like experience about Hungarian-British explorer and archaeologist Aurel Stein's stay at the Caves of the Thousand Buddhas near Dunhuang, China. Here, in 1900 a Daoist monk, Wang Yuanlu, discovered a sealed cave containing tens of thousands of manuscripts, paintings and secular documents dating from before the 11th century. The find comprises one of the most important discoveries for Chinese scholarship and today forms the basis of an entire field, Dunhuang Studies.
This interactive experience tells the story of how Stein, with the help of his Chinese assistant, Jiang Xiaowan, convinced Wang Yuanlu to part with 29 cases of artefacts which were subsequently deposited in the British Museum. The project was a prototype exploring how the video game medium could be utilised to reach wider audiences and spark conversation about the dubious acquisition practices of early Western explorers.

Created in Unity 3D, modelled in Blender & 3D Studio Max.
For a full list of resources used in the project please click here.

Digital Staffa - Audio and Visual Patination

A preview of the interactive prototype. The model of Fingal's cave was created by Shona Noble as part of previous work with the HARPS project. In this play-through, user audio is uploaded by clicking on the seashell and speaking into the computer microphone, and are seen as "sound bubbles" (headphones recommended)

The initial planning of the interactive experience

This short video shows some of the initial storyboarding and design concepts in the planning stages. In the background is an excerpt of Mendelssohn's Hebrides Overture plucked on a violin and auralised using Impulse Responses taken from Fingal's Cave. The hexagonal, geometric shapes of the distinctive columnar basalt of staffa inspired the design. Textures of patina on bronze also informed the design and colour palette.

Creating the User-Interface

The design for the user interface was inspired in part by the hexagonal basalt columns of Fingal's Cave, but also by the concept of "Patina" and how this manifests on bronze materials

Design planning

Due to the nautical theme of the subject matter, initial planning for the design of the interactive experience was based on matter such as seashells, rock formations and other associated objects

Cave interior

Initial storyboarding - stylistic interpretation of the interior of Fingal's gave, where user uploads can be displayed and experienced

The Tomb of James II King of Scots

For annotations please view model in full screen. This model depicts a historical interpretation of what the tomb of James II of Scotland (1430-60) may have looked like. James II was King of Scots from 1437 until 1460 when he was accidentaly killed by an exploding cannon. He was buried in Holyrood Abbey in Edinburgh. The tomb was likely destroyed by an invading English army during the Anglo-Scottish wars in the 1540s. James was perhaps the first succesful king of the Stewart dynasty. At the time of his death he had the popular support of his nobles having won a civil war against the powerful Douglas family earlier in his reign. He married Mary of Guelders, a relation of the powerful Duke of Burgundy and was succeeded by a male heir in his son James. The tomb was modelled in 3ds Max based on historical research on Scotland and royal European tomb building in the 15th Century. Submited as part of a Masters Thesis in International Heritage Visualisation.

Alexander III of Scotland Hammered Penny

For annotations please view model in full screen. This penny was produced in Scotland between 1280 and 1286 during the reign of King Alexander III (1249-1286). Coinage had been produced in Scotland since the capture of English silver mines by King David I in 1138. Coins at this time were made by rolling out a weight of silver into a sheet and cutting it into discs. These were then placed on a small anvil bearing the king’s head design and struck with a steel punch bearing the cross design. This coin is of the 2nd recoinage of Alexander III’s reign and was issued from 1280 until his death in 1286. The recoinage of 1280 came at same time as English recoinage, replacing the recoinage of 1250 following his inauguration. The economic improvements during Alexander’s reign led to a boom in minting and his coins are among the most common medieval Scottish coins that can be found today. This model was created using photogrammetry before being optimised with the modelling software blender. Submited as part of Masters Thesis for International Heritage Visualisation.

Kelvingrove Gallery and Museum Front Tower 3D Model

3D model of the front tower of the Kelvingrove Gallery and Museum. Modeled with Autodesk's 3d Studio Max and textured with photos taken on site. Submitted as part of an assignment in the MSc in International Heritage Visualisation at the Glasgow School of Art.

The title page of the Android AR app 'As Above So Below'

Assembled Goblin Ha' paper craft

Assembled Paper Craft model of Yester Castle

Paper Craft design of Goblin Ha' - designed using principles from Origamic Architecture

Paper Craft Design of Yester Castle, featuring the upstanding 15th century tower, 14th century curtain wall and the original entrance to the Goblin Ha'

Image Targets designed for As Above So Below

Using Image Targets to track content onto the paper model

Hearing an Extract from Marmion: A Tale of Flodden Field

Close up of RBC animation

Deployed Stent

Uncompromising Stent

This shows that there are no wires in the way after successful deployment of stent,; this is a unique feature of the Fenestrated Anaconda

RBC Animation

RBC travelling through the Advanta V12 Balloon stent. This animation was created to show target vessel patency

RBC animation

Proximal Access

Another key feature of the Fenestrated Anaconda Stent is that proximal access can be obtained.

Four Fenestrated Stent Graft

Advanta V12 Balloon Expandable stent used in conjuction with the Fenestrated anaconda for target vessels.

What Not to Do With PPE: A Digital Application to Raise Awareness of PPE Protocol

Cross-contamination of the phone with PPE gloves on (with visible contamination)

Spot test for violation in PPE protocol

Self-contamination of the mask (with visible contamination)

Spot test for violation in mask protocol

3D Cancerous Breast Model (Rib & Tumour Layers)

Digitising Operation

Welcome to Operation, the educational board game with augemented reality and a lot of fun.

Buzz

AR level where the player needs to remove tokens from the patient. But they seem to have made a mistake.

Heart Trophy scene

The player is rewarded with anatomical models as trophies. These come with more facts about the body part.

Male Brush-Legged Wolf Spider

A Render of an S.ocreata male 3D Model

Created for use in a Real Time Application, the model shows a male Brush-Legged Wolf Spider

Female Brush-Legged Wolf Spider

A render of an S.ocreata female 3D model

Created for use in a Real Time Application, the model shows a female Brush-Legged Wolf Spider

Cartoon Male Brush-Legged Wolf Spider

A render of a cartoon S.ocreata male model

Created for use in a Real Time Application, the model shows a cartoon male Brush-Legged Wolf Spider

Cartoon Female Brush-Legged Wolf Spider

A render of a cartoon S.ocreata female model

Created for use in a Real Time Application, the model shows a cartoon female Brush-Legged Wolf Spider

Hand Dorsal Muscles

A Dorsal view of the muscles of the hand

The labeled image acts as one part of a two part informational graphic labeling the muscles of the hand

Hand Ventral Muscles

A ventral view of the muscles of the hand

The labeled image acts as one part of a two part informational graphic labeling the muscles of the hand

Stent Delivery system

Rendering created in Autodesk Maya

Rendering of the custom Relay proximal scalloped stent delivery system within the heart, created as part of my dissertation for Terumo Aortic

Aortic stent render

Rendering created in Autodesk Maya

Rendering of the thoracic aorta with a custom Relay proximal scalloped stent allowing for blood perfusion to branch vessels, created as part of my dissertation for Terumo Aortic

Heart with anyeurysm 2

Rendering created in Autodesk Maya

Rendering of heart with a thoracic aortic aneurysm created as part of my dissertation for Terumo Aortic

Heart with aneurysm 1

Rendering created in Autodesk Maya

Rendering of heart with a thoracic aortic aneurysm created as part of my dissertation for Terumo Aortic

Heart and Lungs

Rendering created in Autodesk Maya

Rendering of heart and lungs created as part of my dissertation for Terumo Aortic

Heart with RBCs rendering

Rendering created in Autodesk Maya

Rendering of aorta with a thoracic aneurysm created as part of my dissertation for Terumo Aortic

Stent Rendering

Render created in Autodesk Maya

Rendering of custom Relay proximal scalloped stent graft created as part of my dissertation for Terumo Aortic

Relay proximal scalloped stent graft: Clinical Performance

Animation created as part of my dissertation for Terumo Aortic to describe the clinical performance of the Relay proximal scalloped stent graft.

Relay proximal scalloped stent graft: Deployment

Animation created as part of my dissertation for Terumo Aortic to describe the Deployment process of the Relay proximal scalloped stent graft.

Relay proximal scalloped stent graft: Feature 1

Animation created as part of my dissertation for Terumo Aortic to show a specific feature of the Relay proximal scalloped stent graft.

Relay proximal scalloped stent graft: Feature 2

Animation created as part of my dissertation for Terumo Aortic to show a specific feature of the Relay proximal scalloped stent graft.

Relay proximal scalloped stent graft: Feature 3

Animation created as part of my dissertation for Terumo Aortic to show a specific feature of the Relay proximal scalloped stent graft.

Relay proximal scalloped stent graft: Feature 4

Animation created as part of my dissertation for Terumo Aortic to show a specific feature of the Relay proximal scalloped stent graft.

Screen recording of Application created for Terumo Aortic

Application created for Terumo Aortic to showcase the main features of the Relay proximal scalloped stent graft, geared towards clinicians.

Semester 1: Animation of Arm and Vertebrae models

Final project from semester 1 containing a 3D model of the muscles and vessels of the arm, and a retopologized vertebrae bone. Created in 3DS Max.

Semester 1: DNA Replication educational game

Interactive game creted in Unity intended to help high school age students learn DNA replication in a fun and simple way. This is a group project created with Caroline Walker and Eve Gibbons.

Doorway

Shot from emulated altered states via virtual reality

Digitised ASC

Short gif from VR experience

Thesis Presentation

This is a short 6 minute video presentation showing my dissertation project "the impact of lighting in a virtual 3D environment on atmosphere and player mood." In my presentation, you will see how the game was made, why I chose this topic, a short demo of the game being played and the results found.

Computer table renders

One of the assets created for my masters project. This computer table asset was created using Maya and textured using Substance Painter. Above you can see the asset fully rendered using Substance Painter's Iray renderer. The wireframe render's were made using Maya's Arnold renderer. The assets style was based on realism and how our modern furniture would look untouched and unused for many year's.

Kitchen Table asset

Another asset created for my dissertation Project. This asset went through the same process as the previous asset during its creation process. It was modelled using Maya and textured using Substance painter. This asset is a mid to low poly asset, above you can see the full render and wireframe of the asset.

Tv and sofa asset

Another asset created for my dissertation Project. This sofa and TV were modelled and and textured to fit my dissertation project's grungy theme. I thought it would be interesting to design a modern sofa and TV, but they had been unused and untouched for many year's. This asset went through the same process as the previous asset during its creation process. It was modelled using Maya and textured using Substance painter. You can see the full render and wireframe of the asset.

Lockers

These locker's were created for my dissertation project, they are rendered and textured using Substance Painter Iray, modelled using Maya. I felt like the scene needed a pop of colour, so why not use yellow?

Bed prop

This bed was designed to look luxurious and inviting but old and decaying at the same time. When creating these asset's, I found it to be quite enjoyable to create modern furniture, something we are familiar with but with the thought process of "how would this bed (or other furniture) stand to the test of time? What would it look like in a post-apocalyptic world?" This is another mid to low poly asset created for the dissertation project.

Basic props

This piece was created when I was learning on how to use the Substance Painter renderer. During the process, I had learned that I enjoy creating 3D props. This is what inspired me to create further 3D environments and projects.

Humanity and Redemption

This was a passion project during my master's. I wanted to improve my 2D skills by practising different types of skin texture, such as scarring, tattoo's etc. I wanted to create a character who has looked like they has been through a lot; something that people can relate and empathise with.

Humanity and Redemption (Black and Grey version)

This piece wasn't just a focus on the different textures of skin, but a focus on light values and drawing the eye of the viewer to the character.

Sunrise; A previous dissertation project

This piece (a combination of two different styles of portraiture) was my undergraduate dissertation project. This project was also based on mood, just like my master's project. Changing one's mood and opinion on something artistic (be it either 2D or 3D) has always been something that has inspired me.

D&D and it's wonderful fantasy world

This piece was created during a Dungeon's and Dragon's adventure. It depicts all of the player's character and their personalities involved. I have always loved the fantasy genre and the creativity it can bring. Because of this, I have found a passion in Dungeon's and Dragon's; a role-playing game that allows you to create your own adventure.

Smile!

This is one of my earlier pieces designed during my undergraduate dissertation. Usually you see chibi's (a style of Japanese art) as cute and adorable, this one has a "pouty", "moody" feel to it.

Aren't you just the cutest?

This was originally meant to be a game icon, however due to it's cute design, it soon became it's own completed art piece. It was an enjoyable piece to make as this is not my usual style of art, it was something different and lighthearted to what I normally draw.

Ignant is a game created by Alastair Peat, Christian O'Brien, Maverick Fan, and Daniel Murray. The game tackles willful ignorance through group based discussion. Players earn banana currency by arguing with each other, and spend the bananas to move up the social pyramid. The winner is the player who reaches the top of the pyramid and remains unchallenged for one whole round.

Ignant Board Game Set

The board, rule book, and playing pieces for Ignant; a game about willful ignorance.

CARBON CONUNDRUM

Carbon Conundrum Logo

Capture

Game Menu

worldview

Game Scene View

Storyboard

Interior Sketches

Perspectives - Top View

Perspectives Exterior

Difrent perspectives