The Sounds Hannam Project is an architectural visualization project that digitally created Sounds Hannam, a complex cultural space in Hannam-dong, Yongsan-gu, Seoul, using High Definition Render Pipeline (HDRP) in Unity. This project offers interactive content that lets you virtually explore the Sounds Hannam cultural space by navigating with a mouse and a keyboard. You can click on a store in the building that interests you to see the shortest path to it from your current location. A pop-up window will also display some details about the store you just clicked.
This project utilized Unity’s HDRP, which allows for creating high-quality visuals, and Shader Graph, which lets you build shaders visually by using nodes instead of writing code. HDRP, Shader Graph, and other cutting-edge technology from Unity made it possible to present details such as internal lighting and natural sunlight overlapping in certain spots, external foliage swaying in the wind, and the glimmer of leaves reflecting light.
Unity ArtEngine, the AI-powered tool that enables you to create ultra-realistic worlds , helped speed up the realistic visualization of the Sounds Hannam design by processing the texture of the buildings’ outer walls.
Using ArtEngine’s Seam Removal function on real photos helped remove possible seams when processing textures, and the Contents-Aware Fill function helped fill in unnecessary, damaged, or missing parts of the scans. There are many other helpful features for creating textures with photographed images, such as doubly enhancing a JPEG image’s pixel data that was lost during file compression.
PBR Material Generation was used on the external wall to calculate the albedo, normal, roughness, glossiness, height, etc. from standard photographs to create PBR material that dynamically reacted to the lighting.
Project workflow & beautification
The Sounds Hannam Project Beautification can be largely divided into the buildings’ external appearance, the stores inside, and the interactive elements. The outside appearance was created by first modeling the overall construction. Then, landscaping for filling empty spaces and props such as tables, chairs, and umbrellas were created, while also including surrounding buildings as opaque virtual structures.
The stores inside the buildings and the interior design were realized in a more limited way as the Sounds Hannam Revit data didn’t include the indoor information. The interior design of the external stores in the basement, 1st and 2nd floors, and the space above the 2nd floor were presented as scenes seen through glass windows.
The way the view changes based on the lighting is one of the highlights of the Sounds Hannam Project. You can see how the buildings’ exterior changes under various lighting conditions as you switch the project’s mode between day and night.