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Selected Works

By Fernando Rodriguez

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CONT Contents


ENTS

TECHNOLOGY

Data Driven Virtual Reality Environment Interactive Visualization Water Wand Exploring Structures AR Book Thesis World Building

ART

The Unattainable Dream Menudo’s Minute Pan Dulce Humbled Prayers L.A. County Containment Center Variants Box of Chocolates Noise Space Cowboy

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ARCHITECTURE

1960’s Hollywood Artist Infill Housing Chiro-Pavilion Miami Beach Transportation Hub

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TECH

Technology


OGY


DATA DRIVEN VR ENVIRONMENT August 2019 Master thesis research project aimed at developing a tool for visualizing collected GIS data displayed and optimized for use within virtual reality.

CREST CAChE: Everglades Educational Virtual Reality Experience Fernando Rodriguez, Florida Internatioinal University Research Mentor: Shahin Vassigh

educational virtual reality application utilizing collected data and into a fully immersive VR experience:

xperience will serve as an educational medium that will wledge through interactive media. ation will host information on mangroves and their on the Everglades. what is not normally seen by the human eye, the es throughout the years and what goes on underground. ation will also display variances of mangroves from east to wing why and how they differ.

rch Methodology:

es utilizing dynamic and procedurally generated vegetation or use within the application and creating a user-friendly ally generated environment. o textures from real mangrove trees to UV map and em. Then readying these assets with wind ments, and level of detail (LODs) variants. eal Engine HDRI textures, dynamic lighting, procedural stancing and custom blueprints are used to generate the ent. ality UI is then used to allow user interaction during the experience.

s:

he procedural environment has been created and can be ted based on user input.

ssets and materials used within the application have n created.

ted data needs to be assessed to maintain a level of

es and information still need to be applied/created.

nterface needs to work better and smoother based on ut.

This material is based upon work supported by the National

Frodr116@fiu.edu

Crestcache.fiu.edu

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Crestcache.fiu.edu

Foundation under Grant No. HRD-1547798. This NSF This material isScience based upon work supported by the National Science Foundation under Grant HRD- International University as part of Grant was awarded toNo. Florida 1547798. This NSF Grant was awarded to Florida the Centers ofofResearch in Science and Technology International University as part the CentersExcellence of (CREST) Program. Any opinions, findings, and conclusions or Research Excellence in Science and Technology (CREST) Program. Any opinions, findings, and recommendations expressed in this material are those of the conclusions or recommendations expressed in this andand do do not material are thoseauthor(s) of the author(s) notnecessarily necessarily reflect the views of the National reflect the viewsScience of the National Science Foundation. Foundation.

The project is an interdisciplinary effort serving as a framework for further advancements. Its use serves as a procedural tool for visualizing accumulated data showing dynamic ecosystems, surface water movement, and sea level rise. Utilizing the Unreal Game Engine the project retains all native editing capabilities.


Everglades National Park Lidar Aerial Photography

Everglades National Park VR Real-time Simulation

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Diffuse Map

Opacity Map

Normal Map

The start of the project required heavy site analysis and research towards creating a procedural workflow. Using Speed Tree, a vegetation programming and modeling software. Assets are created from scratch. Mangrove trees for example are documented by scanning individual leaves to create models and textures for use within the software. Having documented this information, procedural models can be modified easily through sets of parameters. This allows for various ages (shown on the left) and types of trees to be generated with ease.

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Diffuse Map

Diffuse Map

Optimization has a high priority when creating or designing for Virtual Reality. Several LOD models are created to be used for an optimized real time simulation. These level of detail models fluctuate from low poly to high and are created within both Speed Tree and Unreal Engine. Custom texturing for substrate layers are also produced to represent each material layer within the landscape. The material is optimized to produce highly tesselated displacement during close proximity within Unreal Engine.

LOD 1 80 Polygons

LOD 2 30 Polygons

LOD 3 9 Polygons

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Detailed Lighting

Vegetation Surface Map

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Diffuse

Normals

Vegetation Type Map

Sub-Surface Shading

Data Terrain Map

Technical research done for this project required understanding Unreal Engine C++ API in order for the distribution of assets to take place within unreal engine. A large reason for this was to automate a lot of the functions already possible within unreal engine and to simplify the use and creation of procedurally generated landscapes. GIS data was used to guide the location, type, displacement, and age of the environment. Doing this allowed a refined and data accurate portrayal of the environment being simulated. On the left are examples of the GIS data used and the environment rendered with different modes.


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The project remains open to several advancements. The most recent advancement includes the growth of vegetation throughout monthly time steps, simulating the growth and decline of the environment throughout the years. However the use of this tool can already be seen, allowing anyone to simulate environments based on GIS data while retaining the editor capabilities currently available in Unreal Engine. Pushing the project towards a dynamically changing and procedurally simulated environment that runs on runtime remains an ideal goal. The video below shows the tool being used within Unreal Engine.

Scan to watch

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Interactive VISUALIZATION

August 2018 Utilizing sensors, user inputs and controllers, the project aims to explore interactive media. Urging individuals to control real-time visuals by sounds, movement, controllers or through a user interface.

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This physical data is channeled and represented with numerical data. Thus changing individual elements that make up each procedural visual. The project helps breath life into ordinary objects, facades, floors, and ceilings, temporarily giving them a second life.

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Waterwand June 2019 An interdisciplinary project aimed at developing a sensor kit utilizing Arduino platform that can be given to community scientists to gather information from King Tide inundations around the city of Miami. The current existing kit contains highly subjective methods of measuring samples gathered on site, which community scientist have to be trained for. The Waterwand is made to measure temperature, conductivity, depth and GPS coordinates. An application was developed to receive blue-tooth transmission from the wand and uploads it to a data repository.

This material is based upon work supported by the National Science Foundation under Grant No. HRD-1547798. This NSF Grant was awarded to Florida International University as part of the Centers of Research Excellence in Science and Technology (CREST) Program. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

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EXPLORING STRUCTURES AR BOOK July 2019 Teaching structures to architecture students usually involves an in depth explanation and break down of concepts that are often difficult to get across through words and images. This project aims to educate students on the subject through a dynamic, engaging, and visual approach. Giving students access to examine structural information through an augmented 3D view alongside added note taking and informative animations, giving students a clearer analysis of each concept all within the reach of their phone.

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Single Beam

Uniformfly Distributed Load

Uniformfly Increasing Load

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THESIS WORLD BUILDING April 2018 A six minute video produced for a world building thesis project. The project comprises of five main scene which focuses on a young boy coupled with the growth of a young company (Diplopia). The narrative shows the growth of both the boy and company throughout the years. Focusing primarily on major traumatic events within the young boys’ life. The project touches on concepts of mixed reality, existentialism, trauma, and how much were influenced through our surroundings.

Scan to watch

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AUGMENTED REALITY (AR) Physical environment with digital overlay,

Situation

VIRTUAL REALITY (VR) Complete virtual environment.

Thought

MIXED REALITY (MR) Merging virtual and physical environments.

Emotion

Behavior

Some examples of psychological conditions that benefit from the use of VR include general stress at work, relationship issues, phobias, depression and other anxiety disorders, including post-traumatic stress disorders(PTSD).

Cognitive Behavioral Therapy

Eye Movement Desensitization and Reprocessing

Prolonged Exposure Therapy

Existing approaches to physiotherapy. Altering problematic behavior and thoughts can be approached through different methods.

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ART

Art


ART


THE UNATTAINABLE DREAM June 2018 Immigration policies and border conflicts plagued news headlines at the same time that I graduated with my masters in architecture. The government came under heavy criticism due to the separation of families at the border. A feeling of joy and peril clashed during the following month. Receiving a degree allowed a sense of relief to the many years dedicated. But a constant reminder of alienation lingers in an uninviting atmosphere. The American dream, during that time felt both closer and further away than it ever has.

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MENUDO’S MINUTE February 2019 Commissioned for a pod-cast cover. This project focused on creating an authentic portrayal of a famous Mexican dish. A warm dish often associated with a homey, cozy and nostalgic feeling.

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PAN DULCE April 2019 Focusing on conchas (Mexican sweet bread), this project explores textures and contrasting colors to depict the sweetness and vibrancy found within a Mexican panaderia (Bakery). Pan Dulce explores the use of 3D sculpting to model the conchas and wind dynamics to create the bulging lettering.

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HUMBLED PRAYERS December 2018 Humbled Prayers started off as a personal yearly contribution of artwork for Dia de la Virgen de Guadalupe. The arrangement evolved into a 3D still life of an authentic Mexican shrine. The project channels varying childhood memories, religious beliefs, and other Mexican customs.

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The project required a heavy set of material details and modeling. Some materials were custom hand painted while others were created through procedural visual scripting. Cloth and rigged body dynamics were used for the ornamented cloth and tin foil.

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L.A. COUNTY CONTAINMENT CENTER February 2018 Re-contextualizing and visualizing the L.A. River. The L.A. County containment center becomes home to L.A.’s convicts, ill-fated, unwanted, and forgotten waste. The large sixty-foot wall looks to rid the city from all its problems.

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VARIANTS February 2019 Given the recent and frequent use of Artificial Intelligence (A.I.) and the consumption of automation within other fields we can begin to suspect the large toll automation and A.I. will play within Design. Utilizing a greater or deeper understanding of computational elements (visual scripting or computer programming) we can begin to implement smarter design options.

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In this case we ask the computer to take in a set of given parameters and using a neural network, we have the computer calculate a set of outcomes most closely related to the inputs given. Favorable designs were then chosen and rendered within different environments. This highlights the use of machine learning to produce varied option based on a set of rules for higher design efficiency.

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BOX OF CHOCOLATES September 2018 Box of chocolates is a personal project aimed at pairing personal favorites, nature and science fiction. Producing a surreal, ominous, and gleeful image that reads like poetry.

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Noise

October 2019 A playful texturebased study using isosurfaces and layered noise. Special attention is given to the lighting of the scene and subsurface material to create smooth and vibrant color transitions.

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The project uses textures with constant values that are used to easily generate an isosurface within a pre-defined volume. Below shows the three textures (contrasted noise, smooth noise, and waves) used in the rendered project.

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SPACE COWBOY

November 2019 Western Sci-fi and Jazz infused. This upcoming project aims to create a scene that combines and pushes accumulated skills of 3d modeling, texturing, fluid dynamics, animation and VFX in general.

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ARCH

Architecture


URE


LOS ANGELES, CALIFORNIA 1960’s Hollywood October 2019

The scene created revolves around a fictitious unidentified astronomical event. Leaving everything at an abrupt pause.

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The project is Inspired by the 1960’s Space Age and the architecture, design, and film encompassed in it. Special attention and research was done to recreate and evoke the era of the project. Specifically looking at the history of cameras and film common for projecting in 1960’s cinema. Interior design is influenced by printed furniture catalogues and other 1960 interior design. The architecture is inspired by the simple and historical landmark, “The Stahl House”, by Pierre Koenig.

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MIAMI, FLORIDA CHIROPAVILION

August 2016

The examination of bat wings and the manipulation of it’s membrane structure. Joints and bones gives insight on the primary folding movements of the bat. This combination of movements allows the wing to be dynamically versatile; placing the membrane in different states ranging from relaxed to precisely stretched. Chiropavilion follows this example and can be manipulated, opened or closed as needed

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Pavilion Section (Open)

Pavilion Section (Closed)

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Section (Open)

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SAVANNAH, GEORGIA ARTIST INFILL HOUSING

April 2016

The project is composed of a weathered steel skin that wraps around the facade and opens up to the carriage house in the back. The pivoting walls and facade become an important part of the design, allowing the artist to control light and space. The further into the site and away from the public street, the more open the space becomes. The Program is divided into three columns seen on the facade, which help continue the urban fabric.

Rendered (2019)*

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SCALE: 1/8" = 1'-0" UNIT AXON

SCALE: 1/8" = 1'-0"

SCALE: 3/8" = 1'-0"

SCALE: 3/8" = 1'-0"

SIDEYARD

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A

B A

A

A

A

SCALE: 1/8" = 1'-0" "0-'1 = "8/1 :ELACS

SCALE: 1/8" = 1'-0"

5 STORY

CORNER

SCALE: 1/8" = 1'-0"

SCALE: 1/8" = 1'-0"

SCALE: 1/8" = 1'-0"

SCALE: 1/8" = 1'-0"

PIVOTING-OP

P

The projec the facade house, exp inside. The become an control ligh site and aw more open Program is the facade The bottom can be mo galleries. T continue th private gal to create d the privacy brought int axis of the two, freein pivoting wa

two, freeing the carriage house of the skin and pivoting walls.

C

ATIVE INFILL HOUSE

BB

N

SCALE: = 1'-0" SCALE:1/8" 1/8" = 1'-0"

C B

C

B

EYARD

SCALE: 1/8" = 1'-0"

"0-'1 = "8/3 :ELACS

5 STORY

CORNER

1 (Closed)

SCALE: 1/8"SCALE: = 1'-0" 3/8" = 1'-0"

C SCALE: 1/8" = 1'-0" NOXA TINU

SCALE: 1/8" = 1'-0"SCALE: 1/8" = 1'-0"

"0-'1 = "8/1 :ELACS

1 (Open)

2 (Closed)

SCALE: 3/8" = 1'-0"

SCALE: 3/8" = 1'-0"

PIVOTING-OPERABLE FACADE SCALE: 3/8" = 1'-0"

SCALE: 3/8" = 1'-0"

3 (Open)

CORTEN STEEL SKIN

PIVOTING-OPERABLE FACADE

SCALE: 3/8" = 1'-0"

CORTEN STEEL SKIN

SCALE: 3/8" = 1'-0"

B JONES STREET ELEVATION JONES STREET ELEVATION

SCALE: 1/16" = 1'-0"

SCALE: 1/16" = 1'-0"

C A

SCALE: 1/8" = 1'-0"

STEEL CONNECTIONS

CONCRETE FINISH

STEEL CONNECTIONS

B

SCALE: 3/8" = 1'-0"

"0-'1 = "8/3 :ELACS

SCALE: 1/8" = 1'-0"

EMBEDDED GLASS WALL

CONCRETE FINISH

SECTION

FLASHING

SCALE: 3/8" = 1'-0"

CONCRETE FILL

EMBEDDED GLASS WALL

STEEL CONNECTIONS

CONCRETE FILL

SECTION PERSPECTIVE DETAIL

SCALE: 3/4" = SCALE: 1'-0" 3/8" = 1'-0"

C

SCALE: 3/4" = 1'-0"

CORTEN STEEL SKIN SCALE: 3/4" = 1'-0

PIVOTING-OPERABLE FACADE

STEEL GIRDER

SECTION PERSPECTIVE DETAIL 3 (Open)

2 (Closed)

SCALE: 3/8" = 1'-0"

SCALE: 3/4" = 1'-0"

"0-'1 = "8/3 :ELACS

"0-'1 = "8/3 :ELACS

SCALE: 1/8" = 1'-0"

SCALE: 3/8" = 1'-0"

FLASHING

The project speaks of a skin that wraps around the facade and opens up to the carriage house, exposing the delicate structure trapped inside. The front pivoting open walls and facade become an important part allowing the artist to control light and space. The further into the site and away from the public street, the more open the space becomes. The Program is divided into three bays seen on the facade, which help continue the urban fabric. The bottom floor is an open gallery space that can be modified to create smaller or larger galleries. The artist can then choose to continue this gallery up to their apartments for a private gallery. The apartment can also be modified to create different spaces, while also keeping the privacy. As you exit the infill house you are brought into a clear open space that follows the axis of the three bay system and simplifies it into two, freeing the carriage house of the skin and pivoting walls.

JONES STREET ELEVATION JONES STREET ELEVATION SCALE: 1/16" = 1'-0"

SCALE: 1/16" = 1'-0"

1 (Open)

STEEL GIRDER SCALE: 3/8" = 1'-0"

SECTION PERS

SCALE: 3/8" = 1'-0"

SCALE: 3/8" = 1'-0" SCALE: 3/8" = 1'-0"

SECTION PERSPECTIVE DETAIL SCALE: 3/4" = 1'-0"

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CONCRETE FINISH


The bottom floor consists of an open gallery space that can be modified to create smaller or larger spaces. The artist can then choose to continue this gallery up to their apartments for a private gallery while still containing a level of privacy. Exiting the infill housing through the back leads into an open space of contemplation and meditation. The threshold from interior to exterior space breaks the three columned layout and simplifies it into two. This continues onto the carriage house freeing it of the skin and pivoting walls and leaving the simple lightweight glass and steel structure exposed.

Rendered (2019)*

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0"

5 STORY

CORNER

SAVANNAH CARRIAGE HOUSE SCALE: N.T.S.

UNIT PLAN SCALE: 1/4" = 1'-0"

REPEATED

INFILL

MIRRORED

SAVANNAH VARIANTS SCALE: 1/32" = 1'-0" UNIT SECTIONA1 SCALE: 1/4" = 1'-0"

1 (Cl SCALE:

A

5 STORY

2 (Closed)

3 (Open)

UNIT PLAN SCALE: 1/4" = 1'-0"

A

SCALE: 1/8" =

The project speaks of a skin that wraps around the facade and opens up to the carriage house, exposing the delicate structure trapped inside. The front pivoting open walls and facade become an important part allowing the artist to control light and space. The further into the site and away from the public street, the more open the space becomes. The SECTION Program is divided into three UNIT bays seen on SCALE: 1/4" = 1'-0" the facade, which help continue the urban fabric. The bottom floor is an open gallery space that can be modified to create smaller or larger galleries. The artist can then choose to continue this gallery up to their apartments for a private gallery. The apartment can also be modified to create different spaces, while also keeping the privacy. As you exit the infill house you are brought into a clear open space that follows the axis of the three bay system and simplifies it into two, freeing the carriage house of the skin and UNIT AXON pivoting walls.

1

1 (Cl

SCALE: 1

B

SCALE: 1/8" =

SCALE: 3/8" = 1'-0"

3 (Open)

A

SCALE: 1/8" =

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MIAMI BEACH, FLORIDA MIAMI BEACH TRANSPORT HUB

August 2017

Analyzing the current site conditions and discussions between the community, this project aims to uphold the needs and values found in Miami beach by decreasing traffic and increasing public transportation. The site makes use of two lots creating a mixed use parking garage on one lot and a mixed use housing and transportation station in the other. The transportation hub looks to take advantage of the corner condition and create a large open and inviting space for the public.

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Section Perspective

Section

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Ground Floor Plan

Third Floor Plan

Second Floor Plan

Fourth Floor Plan

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Profile for Fernando Rodriguez

Selected Works By Fernando Rodriguez  

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