Virtual worlds are equivalent to a Copernican revolution. Before, we turn around the images, now we turn into them. (...)
By producing in us the illusion that we can enter the pictures, like Alice in Wonderland, virtual worlds invade our cerebral cortex, where impose their laws and games. Hence abysmal hesitations arise, but also hopes and thoughts elsewhere.
(Philippe Quéau, The Virtual - Virtues and Dizziness, Paidós Editions, Barcelona, 1995) .

2 April - 27 June 2010

"Virtual world" in common sense, leads to the idea of a 3D environment, which seeks to resemble the real world. These worlds actually imitates the real world laws such as gravity, topography, communication, etc., creating alternative worlds to reality designed primarily for entertainment (such as, for example, computer games).
In recent years, we witnessed a massive growth in internet and the birth of many virtual worlds are beginning to depart from the rudimentary purpose of entertainment, evolving into real social networks of some importance (as is the case of Second Life).
Modeling three-dimensional (or 3D modeling) is an area of computer graphics that is aimed at generating entities in three dimensions, static scenes (rendering), moving images (animation), with or without interactivity.
It is basically the creation of forms, objects, characters, scenarios. For preparation used advanced computational tools targeted for this type of task.

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Flyer exhibition (PDF)