Clement Valla
Work from
The Universal Texture (including the full post / essay from
Rhizome)
These artists (…) counter the database, understood as
a structure of dehumanized power, with the collection, as a form of
idiosyncratic, unsystematic, and human memory. They collect what
interests them, whatever they feel can and should be included in a
meaning system. They describe, critique, and finally challenge the
dynamics of the database, forcing it to evolve.1
I collect Google Earth images. I discovered them by accident, these
particularly strange snapshots, where the illusion of a seamless and
accurate representation of the Earth’s surface seems to break down. I
was Google Earth-ing, when I noticed that a striking number of buildings
looked like they were upside down. I could tell there were two
competing visual inputs here —the 3D model that formed the surface of
the earth, and the mapping of the aerial photography; they didn’t match
up. Depth cues in the aerial photographs, like shadows and lighting,
were not aligning with the depth cues of the 3D model.
The competing visual inputs I had noticed produced some exceptional
imagery, and I began to find more and start a collection. At first, I
thought they were glitches, or errors in the algorithm, but looking
closer, I realized the situation was actually more interesting — these
images are not glitches. They are the absolute logical result of the
system. They are an edge condition—an anomaly within the system, a
nonstandard, an outlier, even, but not an error. These jarring moments
expose how Google Earth works, focusing our attention on the software.
They are seams which reveal a new model of seeing and of representing
our world – as dynamic, ever-changing data from a myriad of different
sources – endlessly combined, constantly updated, creating a seamless
illusion.
3D Images like those in Google Earth are generated through a process
called texture mapping. Texture mapping is a technology developed by Ed
Catmull in the 1970′s. In 3D modeling, a texture map is a flat image
that gets applied to the surface of a 3D model, like a label on a can or
a bottle of soda. Textures typically represent a flat expanse with very
little depth of field, meant to mimic surface properties of an object.
Textures are more like a scan than a photograph. The surface represented
in a texture coincides with the surface of the picture plane, unlike a
photograph that represents a space beyond the picture plane. This
difference might be summed up another way: we see
through a photograph, we
look at
a texture. This is an important distinction in 3D modeling, because
textures are stretched across the surface of a 3D model, in essence
becoming the skin for the model.
Google Earth’s textures however, are not shallow or flat. They are photographs that we look
through into
a space represented beyond—a space our brain interprets as having three
dimensions and depth. We see space in the aerial photographs because of
light and shadows and because of our prior knowledge of experienced
space. When these photographs get distorted and stretched across the 3D
topography of the earth, we are both looking at the distorted picture
plane, and
through the same picture plane at the space depicted
in the texture. In other words, we are looking at two spaces
simultaneously. Most of the time this doubling of spaces in Google Earth
goes unnoticed, but sometimes the two spaces are so different, that
things look strange, vertiginous, or plain wrong. But they’re not wrong.
They reveal Google’s system used to map the earth —
The Universal Texture.
The Universal Texture is a
Google patent for mapping textures onto a 3D model of the entire globe.
2 At
its core the Universal Texture is just an optimal way to generate a
texture map of the earth. As its name implies, the Universal Texture
promises a god-like (or drone-like) uninterrupted navigation of our
planet — not a tiled series of discrete maps, but a flowing and fluid
experience. This experience is so different, so much more seamless than
previous technologies, that it is an achievement quite like what the
escalator did to shopping:
No invention has had the importance for and impact on
shopping as the escalator. As opposed to the elevator, which is limited
in terms of the numbers it can transport between different floors and
which through its very mechanism insists on division, the escalator
accommodates and combines any flow, efficiently creates fluid
transitions between one level and another, and even blurs the
distinction between separate levels and individual spaces.3
In the digital media world, this fluid continuity is analogous to the
infinite scroll’s effect on Tumblr. In Google Earth, the Universal
Texture delivers a smooth, complete and easily accessible knowledge of
the planet’s surface. The Universal Texture is able to take a giant
photo collage made up of aerial photographs from all kinds of different
sources — various companies, governments, mapping institutes — and map
it onto a three-dimensional model assembled from as many distinct
sources. It blends these disparate data together into a seamless space –
like the escalator merges floors in a shopping mall.
Our mechanical processes for creating images have habituated us into
thinking in terms of snapshots – discrete segments of time and space (no
matter how close together those discrete segments get, we still count
in frames per second and image aspect ratios). But Google is thinking in
continuity. The images produced by Google Earth are quite unlike a
photograph that bears an indexical relationship to a given space at a
given time. Rather, they are hybrid images, a patchwork of
two-dimensional photographic data and three-dimensional topographic data
extracted from a slew of sources, data-mined, pre-processed, blended
and merged in real-time. Google Earth is essentially a database
disguised as a photographic representation.
It is an automated, statistical, incessant, universal representation
that selectively chooses its data. (For one, there is no ‘night’ in
Google’s version of Earth.) The system edits a particular representation
of the world. The software edits, re-assembles, processes and packages
reality in order to form a very specific and useful model. These
collected images feel alien, because they are clearly an incorrect
representation of the earth’s surface. And it is precisely because
humans did not directly create these images that they are so
fascinating. They are created by an algorithm that finds nothing wrong
in these moments. They are less a creation, than a kind of fact – a
representation of the laws of the Universal Texture. As a collection the
anomalies are a weird natural history of Google Earth’s software. They
are strange new typologies, representative of a particular digital
process. Typically, the illusion the Universal Texture creates makes the
process itself go unnoticed, but these anomalies offer a glimpse into
the data collection and assembly. They bring the diverging data sources
to light. In these anomalies we understand there are competing inputs,
competing data sources and discrepancy in the data. The world is not so
fluid after all.
By capturing screenshots of these images in Google Earth, I am
pausing them and pulling them out of the update cycle. I capture these
images to archive them – to make sure there is a record that this image
was produced by the Universal Texture at a particular time and place. As
I kept looking for more anomalies, and revisiting anomalies I had
already discovered, I noticed the images I had discovered were
disappearing. The aerial photographs were getting updated, becoming
‘flatter’ – from being taken at less of an angle or having the shadows
below bridges muted. Because Google Earth is constantly updating its
algorithms and three-dimensional data, each specific moment could only
be captured as a still image. I know Google is trying to fix some of
these anomalies too – I’ve been contacted by a Google engineer who has
come up with a clever fix for the problem of drooping roads and bridges.
Though the change has yet to appear in the software, it’s only a matter
of time.
Taking a closer look, Google’s algorithms also seem to have a way to
select certain types of aerial photographs over others, so as more
photographs are taken, the better ones get selected. To Google, better
photographs are flatter, have fewer shadows and are taken from higher
angles. Because of this progress, these strange images are being erased.
I see part of my work as archiving these temporal digital typologies. I
also call these images postcards to cast myself as a tourist in the
temporal and virtual space – a space that exists digitally for a moment,
and may perhaps never be reconstituted again by any computer.
Nothing draws more attention to the temporality of these images than
the simple observation that the clouds are disappearing from Google
Earth. After all, clouds obscures the surface of the planet so photos
with no clouds are privileged. The Universal Texture and its attendant
database algorithms are trained on a few basic qualitative traits – no
clouds, high contrast, shallow depth, daylight photos. Progress in
architecture has given us total control over interior environments;
climate controlled spaces smoothly connected by escalators in shopping
malls, airports, hotels and casinos. Progress in the Universal Texture
promises to give us a smooth and continuous 24-hour, cloudless, daylit
world, increasingly free of jarring anomalies, outliers and statistical
inconsistency.
Notes:
(1) Quaranta, Domenico, “
Collect the WWWorld. The Artist as Archivist in the Internet Age,” in Domenico Quaranta et al., Collect the WWWorld, exhibition catalogue, LINK Editions, September 2011.
(2) “
WebGL Earth Documentation – 2 Real-time Texturing Methods,” WebGL Earth Documentation – 2 Real-time Texturing Methods, N.p., n.d. Web. 30 July 2012.
(3) Jovanovic Weiss, Srdjan and Leong, Sze Tsung, “Escalator,” in
Koolhaas et al., Harvard Design School guide to shopping, Köln, New
York, Taschen, 2001.
From
Ilikethisart.