Photo: Peter Searle
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:
Ash
Nehru, an IEEE member, takes in the
Christmas lights on
London's Regent Street.
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If you happened to stroll down London's tony Regent
Street this past Christmas, you may have noticed, just
above the festooned storefronts and package-laden
shoppers, a series of clusters of glowing translucent
globes. If you'd taken a closer look, you would have
realized that the globes were pulsating with color, the
light-emitting diodes (LEDs) within varying their hue
and intensity according to the number of passersby, the
wind speed, and the amount of sunlight. And if you'd
looked really close, you would have discovered the
quad-core Xeon computers running customized software
that took inputs from people-monitoring video cameras
and environmental sensors to precisely choreograph the display.
Although the promotional literature identifies the
display's sponsor as cellphone maker Nokia, the actual
design came from a small London-based firm called United
Visual Artists, which specializes in such high-tech
interactive light displays. The computer code that
generated the display is the handiwork of UVA's software
director, .
Designing artwork that the public can interact with is
immensely satisfying, Nehru says. “It's great seeing how
people respond—jumping up and down, waving their arms
around, walking up and then turning away. It never works
quite how you think it's going to work.”
Nehru started coding as a kid, when his father, a
mechanical engineer, brought home a microcomputer sold
by the British Broadcasting Corp.'s Computer Literacy
Project. In its day—the early to mid-1980s—the BBC
Micro was an incredible machine. “It took one second to
boot up and booted straight into the BASIC interpreter,
so you could program immediately—in fact, that's all
you could do,” Nehru fondly recalls. The computer had a
faster processor than any other machine of its
time—4 megahertz—and a then-remarkable 32 kilobytes of
graphics memory. Best of all, he says, “it came with
well-written user guides that allowed me to learn first
BASIC and then 6502 assembly language programming.”
Built by Acorn Computers for the BBC and sold for a few
hundred pounds, it spawned legions of young programmers.
Nehru spent hours creating games and other programs.
“I was 10, I had just moved to England from India, and I
had few friends. But I had this computer.”
Nehru went on to earn a B.A. in computer science from
Trinity College, Cambridge, in 1994. For his first job,
he had just three requirements: “It had to be in London,
I didn't want to wear a suit, and I wanted to work on
3‑D graphics.” He might have ended up designing avionics
interfaces, but instead he got hired by computer gaming
company Domark Software (later acquired by Eidos
Interactive).
As a member of the research group, he looked at
up-and-coming technology likely to be adopted by the
gaming world. He found the work technically interesting
but culturally boring. “You basically spend your days
figuring out how to shoot people and chop off monsters'
heads,” Nehru says.
On the side, though, he had been tinkering with
generating live three-dimensional graphics—dancing
robots and virtual go-go dancers—that could be
displayed at music clubs and concerts. His debut
“performance” came at a New Year's Eve bash at London's
Alexandra Palace, where a crowd of 50 000 gyrated along
with his animated characters. “People were going stark
staring bonkers,” Nehru recalls. Compared to coding
games, he adds, “it was a much more immediate payoff.”
Nehru quit his day job and started doing his live 3-D
graphics full-time, creating dancing cartoon characters
for nightclubs and pulsating light shows for raves. His
work appeared throughout the United Kingdom, and he
performed at the Burning Man festival a few times. He
even tried his hand at being a DJ—“to no great success,
of course. It was just a lot of fun.”
Fun—but not lucrative. In late 2002, right around
when the money ran out, he got a phone call from Chris
Bird and Matt Clark, who had also been designing visuals
for live concerts. They'd been commissioned by the
trip-hop band Massive Attack to produce the lighting for
an upcoming concert tour. Bird, Clark, and Nehru decided
to “create a show that was really of the moment and
connected to the people,” Nehru says. The stage backdrop
became essentially a computer terminal onto which raw
data and messages constantly streamed. From a
programming point of view, Nehru treated the concert
like a video game, creating a timeline and scripts into
which up-to-the-minute information—soccer match scores,
local weather reports, e-mail messages from audience
members—could be easily dropped.
That work “put us on the map,” Nehru says. Although
he'd gone into the project thinking it would be a
one-off, “we worked together so well, the penny sort of
dropped.” Shortly after the tour ended, the three formed
United Visual Artists, with the aim of creating
sophisticated interactive lighting displays that blend
equal amounts of art and technology.
Since then, the company has grown to a full-time staff
of 13, plus a rotating crew of interns. To reach its
second-floor offices in a weathered brick building in
London's historic Borough neighborhood, just south of
London Bridge, you can risk the semifunctional freight
elevator, but it's safer and quicker to take the stairs.
In the main workspace, four young designer/programmers
hunch over workstations beneath a silver disco ball,
while indie rock tunes waft through the air. Just
beyond, in the hardware room, the guts of disassembled
computers and other electronics await repair and
upgrades. The place has a start‑up feel. “We all work
overlong hours,” Nehru admits. “We haven't gotten to the
point where we can just relax.”
Creating new works, whether for a commercial client
like Nokia or for a commissioned art exhibition or
performance, is a labor- and technology-intensive
undertaking. A typical project starts with a visit to
the site, where a team member takes photos and video,
which the entire group then reviews and discusses.
“About a week later, everybody comes back with their
best idea. It's very important that everybody's part of
the process,” Nehru says. Once the ideas have been
distilled into a workable plan, “we take that to the
client. Then they tell us how much money they really
have,” he says, laughing.
Nehru's chief contribution is a program called D3,
written in C++, that lets the designers create a
detailed and realistic 3-D simulation of what the
installation will look like. The program also controls
the installation once it's built. On one of the
workstations Nehru calls up a recent example, a music
video for the U.S. rock band Battles shot in an
abandoned Welsh slate mine. The team knew they'd have at
most a day to shoot the video on-site, so they needed to
know exactly how the lighting would work before they got there.
Onscreen, a designer has sketched the rough outlines
of the mine's walls and floor and positioned the
performers and their instruments within it. The set is
surrounded by tall skinny poles of LEDs, which flash,
pulse, and change color in sync with the music. With
some simple keyboard commands and pull-down menus, Nehru
can rotate the stage, change the positions of the
lights, vary their color and pattern, and then see how
the illumination and shadows shift.
The program isn't exactly user-friendly, but it makes
the creative process more efficient and also opens up
new possibilities for the designers that they can see on
the fly. United Visual Artists just licensed the program
to a company that rents LED equipment and control
systems for exhibit halls and TV ads.
Being the guy who makes the tools that make the art
suits Nehru just fine. “Writing code is just as creative
as painting a picture,” he says. “You're figuring out
ways to translate what's in your head into something
real.”