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  • Snapping a 3D picture of reality

    Snapping a 3D picture of reality

    by Erin Kandel

    Washington Square News (New York University)

    Onlookers mulling over Dave Krikorian's three-picture exhibit, "Genesis
    Embrace," may feel as if they're back in the heyday of Magic Eye images.


    Viewers squint their eyes and shift their perspective, lean forward and
    arch back. They scan Krikorian's small black-and-white landscapes, which
    line a wall of the Gulf and Western Gallery in the Tisch School of the
    Arts, not in the hopes of deciphering hidden images, but to determine
    whether the pictures are actually "real."

    "The worlds I create are confusing because I try to make them as
    realistic as possible," said Krikorian, a Tisch senior. "People look at
    them, and they look again, and they're still not sure if they're real.
    But they are kind of suspicious."

    Krikorian is part of a small core of Tisch students exploring the
    avant-garde and potentially controversial role "computer-generated" - or
    3D - imaging has found in the realm of contemporary photography.

    Unlike the scores of "real" photography on display in Tisch's Department
    of Photography and Imaging's latest Senior Exhibition (open through
    April 17), Krikorian's landscapes are the only "unreal" photographs -
    wholly imaginary images created not with a camera, but a computer.

    Thanks to advances in digital technology, "any image can be
    manipulated," Krikorian said, making it "impossible to tell by the
    picture if an event ever really happened."

    At NYU, Krikorian enjoys a new freedom of expression, or rather,
    non-expression, found in the ambiguous separation between photography
    and 3D art. His exhibit in the Tisch gallery offers nothing - no
    description, no sign on the wall - to distinguish that, unlike other
    Tisch students' traditional photography, his landscapes began as green
    grid lines on a computer screen.

    "In photography, all you can do is point a camera," he said. "If you
    make a mistake, it's harder to fix. With my computer, I can do
    absolutely anything. I can change anything."

    At the show's opening on March 25, an attention-shy Krikorian admitted
    he felt awkward pointing out to perplexed-looking viewers that his three
    otherworldly-looking panoramas, picturing crumbling cottages in a forest
    glen, suburban houses submerged in a flood, and a solitary window
    emitting a bright stream of light onto an empty wood floor, took weeks
    and sometimes months of tweaking, painting, texturizing and detailing in
    a complex software program to achieve the most realistic-looking form he
    was capable of.

    Why not let viewers draw their own conclusions? Krikorian says.

    "I think its cool when people can't tell if my photographs are real or
    not. I'm still pretty new at [3D art], so if I manage to convince
    someone, even just for a moment, that my 3D image is real, I feel like
    I've succeeded in some way," he said.

    But while realistic 3D imaging is a coveted feature of video games and
    movie special effects, its place in modern photography is much more
    complicated.

    Critics of computer-generated photography say the art form cheapens
    people's ability to believe what they see in "real" pictures. Allowing
    photography like Krikorian's to be viewed with traditional photography,
    they say, damages the camera's ability to tell an honest story.

    But Krikorian said the line between real and computer-generated
    photography has already been blurred beyond recognition.

    "There is already no way to tell what is true and what is not," he said.
    "Almost every picture in magazines and newspapers is already touched up
    with computers. Nothing can be trusted."

    During Krikorian's first two years at NYU, the Fresno, Calif. native
    struggled to find his "place" in the highly talented and competitive
    pool of New York City photographers, before deciding he wasn't "cut out
    at making a living taking pictures." Disillusioned with his curriculum
    and lacking a career path, Krikorian moved to computer graphics in fall
    2002.

    His background in traditional photography has helped him hurdle a
    "high-learning curve" and support his transition into the
    fast-developing world of 3D art, he said.

    "The transition was actually very natural," he said. "Photography helped
    me understand how light works, how it interacts with objects. I imagine
    the lights, surfaces and cameras in a 3D scene as if they were truly
    photographic, and that really helps make my computer-generated images
    look more believable."

    There are still times when form wins over content. In the months leading
    up to his senior exhibition, Krikorian had to abandon his favorite
    project - an image of Baghdad destroyed and partially converted into an
    oil field - because he didn't "buy it."

    "It looked too fake to me," he said, revealing a lingering annoyance.
    "Sometimes the most idealistic concepts are the hardest to make a photo
    out of."

    But the way his post-graduate plans are shaping up, Krikorian said his
    ideological beliefs won't impede his career as a 3D artist.

    "I'd rather make a living than a statement," Krikorian said.

    And, no matter what his artist friends say, that does not make him a
    "sell-out." He said he hopes to get a job creating level design, the
    interactive environments in video games, a craft that will require his
    steadfast attention to computer-generated realism.

    "Video games are the art form of the century," Krikorian said with a
    smile, and with all the sincerity of true a believer in the computer
    generation.

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