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Selected work

Mihai Popa · Digital Designer

03 / 3D reconstruction & real-time environments

Spatial Studies.

Personal project · In development
The reconstructed two-storey house, with its enclosed gallery, roof and surrounding terrain, shown in the real-time project.
01 / Poienița, nr. 82Graphics Preview · Work in progress

From a place remembered to a place to explore.

Poienița, nr. 82 is a personal reconstruction of a Romanian family home and its surroundings. I’m bringing photographs, scans, plans and remembered details together into an environment that can be explored in first person.

Explore the browser alpha (opens in a new tab)
Focus
Modeling & environment development
Core tools
Blender · Unity
Playable output
Browser walkthrough · Alpha 0.0.18
Project status
Working reconstruction; visual refinement ongoing

The intention

Reconstructing a family home

The aim is more than a single architectural image: it is to recover the relationships between rooms, thresholds, outbuildings and landscape. The reconstruction looks toward the home in summer, around 1995–2005, rather than reproducing every later alteration or sign of damage.

The work has developed from reference-based modeling into an interactive build, followed by separate outdoor graphics studies. Each stage introduces something to check in use: how the rooms connect, how movement works, and what the browser can load. The sections below follow those changes and the questions that remain.

This is an evolving personal study, not a completed architectural commission or a measured conservation survey. Where the references leave gaps, the reconstruction remains an interpretation.

01 / Modeling

Modeling from photos and scans

The reconstructed house in the Main Walkthrough, showing the enclosed gallery, facade, roof and open entrance.
02 / House reconstruction · Main Walkthrough
Reference material and model
The references include textured scans, photographs from different periods, plans and recollections. I used them to build a clean model of the exterior, rooms, stairs and openings, then refine the gallery joinery, window surrounds, facade bands and doors.
Room dimensions and connections
Room heights, wall thicknesses and door sizes affect one another: changing one can alter how adjoining spaces meet. I reviewed them together. The scan scale and cadastral footprint still differ, so some dimensions remain provisional. Unseen construction and unsupported openings also remain unresolved.

02 / Real-time assets

Model detail and rendering cost

Reference render of the reconstructed Leasa corn store: a raised timber structure with slatted walls and a weathered metal roof.
03 / Leasa · Earlier asset reference render

The house and Leasa, a traditional corn store, need detail at close range. At a distance, that same geometry still adds rendering work. Their real-time exports use three levels of detail, consolidated materials and separate collision geometry. The house export below shows how the geometry is reduced for more distant views.

Recorded house export · Triangle count by level of detail
LODTrianglesUse
019,324Close view
114,538Middle distance
29,920Farther away

These counts describe a documented house derivative, not the total scene or a frame-rate guarantee. The render shows the earlier Leasa asset, not a final quality target.

01

Collision geometry

Simplified collision proxies support movement while the visible model retains its architectural detail. Movement still needs to be checked around doors, stairs and thresholds.

02

Editable source and exports

Optimized exports are derivatives. Keeping the original scans and Blender environment separate lets the model be revised without treating a reduced export as the master.

03

Grass, materials and shadows

Terrain grass uses instances rather than an object for every clump. Lower triangle counts address only part of the workload; materials, shadows and browser memory need separate review.

03 / Environment development

Terrain and outdoor graphics

Wide view of the real-time property, showing the reconstructed house within the surrounding terrain and vegetation.
04 / Performance Prototype · A richer landscape study
Ground fitting and environment
The reconstructed house needed to meet the surrounding ground. I adjusted the terrain locally around it, keeping the wider terrain in place. The environment combines the house, Leasa, pond, blended ground surfaces and instanced vegetation, with Blender assets integrated into Unity terrain and materials.
Performance Prototype and Graphics Preview
Later, separate studies added vegetation, ground surfaces, a daylight sky and outdoor detail. More scenery also brings more to load, so Graphics Preview stages scenery loading to limit startup memory demand. The added detail is visible in these captures; startup time, movement and device performance still need to be checked together. The whole property and its interiors are not visually complete.

04 / Interaction

Browser walkthrough and controls

Walkthrough controls
WASD

Movement and actions

Mouse
Look around
C
Crouch / stand
E
Open / close doors
Touch
On-screen sticks + actions
Keyboard + touch controls
ALPHA 0.0.18

Open the browser alpha

First-person movement, crouching, stair traversal and opening doors turn the reconstruction into a visit. The browser build adds desktop and touch controls, quality choices, footsteps, door sounds and ambient audio.

Open the walkthrough (opens in a new tab)Or explore the Graphics Preview (opens in a new tab)

Opens separately and loads a 3D application. Performance and controls vary by device and browser. This is a development alpha, not a finished release.

What interaction lets me examine
A render shows a chosen view. Moving through the build lets me examine room connections, door clearances and stairs from a visitor’s position. It gives the modeling work a practical next check: can the intended route actually be followed?
The next use check
I’d follow one route from outside, through a door and up the stairs, then back out, using both keyboard and touch controls. I’d note unexpected stops, unclear actions and camera behavior, make a focused adjustment, then repeat the route. These are next checks, not completed usability findings.

Reading without the 3D scene

This case study can be read without entering the 3D scene: images, captions and project details remain available as ordinary page content. The walkthrough is optional and never starts or plays sound here automatically. In the alpha, keyboard and touch controls are available, but full assistive-technology access and final device compatibility have not been established.

05 / Progress

Completed work and next checks

Built so far

House, assets and walkthrough

  • House geometry, rooms, stairs, openings and fitted doors
  • Engine-ready house and Leasa assets with LODs
  • An interactive browser alpha, plus separate richer outdoor studies
In development

Visuals and device behavior

  • Visual quality, lighting, materials and contextual detail
  • Reference gaps and historical interpretation
  • Device-specific controls and compatibility checks
Future direction

Further modeling and review

  • A more focused visual study of an entrance and one room
  • Extend a reviewed visual approach across the property
  • Balance atmosphere, accessibility and runtime cost

Images show the actual reconstruction and its development assets, not final photorealistic renders. Outdoor studies combine project assets with CC0 vegetation, surfaces and sky from Poly Haven, plus AI-assisted leaf textures. These are artistic approximations, not a verified historical planting inventory.

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