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	<title>designstor -- everything looks better in 3D! :: The Lab</title>
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	<link>http://www.designstor.com/lab</link>
	<description>The Lab</description>
	<lastBuildDate>Thu, 17 May 2012 19:41:20 +0000</lastBuildDate>
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		<title>Spring, or, of Kids and Compulsions</title>
		<link>http://www.designstor.com/lab/?p=879</link>
		<comments>http://www.designstor.com/lab/?p=879#comments</comments>
		<pubDate>Thu, 17 May 2012 19:26:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[flowers]]></category>
		<category><![CDATA[plants]]></category>
		<category><![CDATA[vegetation]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=879</guid>
		<description><![CDATA[
It&#8217;s not so much that spring has arrived as it is the realization that winter sort of phoned it in this year. Whatever the case, flowers here in Toronto were so early that we seem to have blown through daffodil and tulip time and are on schedule for roses to bloom before the May 24 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.designstor.com/lab/wp-content/uploads/2012/05/header1.jpg"><img class="aligncenter size-full wp-image-883" title="header" src="http://www.designstor.com/lab/wp-content/uploads/2012/05/header1.jpg" alt="header" width="470" height="167" /></a></p>
<p>It&#8217;s not so much that spring has arrived as it is the realization that winter sort of phoned it in this year. Whatever the case, flowers here in Toronto were so early that we seem to have blown through daffodil and tulip time and are on schedule for roses to bloom before the May 24 long weekend.</p>
<p>A couple months ago we wrote in this very space that there&#8217;s a lot to be said for the beauty of winter-themed architectural visualisations. And while we stand by that statement, we have just as much fun with greening your projects with all manner of flowers, shrubbery, cacti, trees and grasses of all sorts.</p>
<p>Indeed, we have a green-thumbed modeller here by the name of Kasia, who, when not tending to her piece of the Leslie Spit community garden, spends her time obsessing over plants of the digital ilk. And though they don&#8217;t require watering, a lot of love goes into selecting virtual vegetation so that it conforms as closely as possible with the landscape requirements of a given project, be it set in a tropical, temperate or desert location: some projects require a &#8220;natural&#8221; look while others call for a more manicured approach. If you&#8217;ve ever witnessed the glazed over expression of somebody addicted to FarmVille, you&#8217;ll understand how zenned out computer gardening of this sort can be.</p>
<p>Anyway. Besides making the analytic part of your brain shut down, spring has a way of making one revel in all things that grow. Watching sprouts germinate is exciting in a sort of slow-mo way that only those of us who have planted tomato seeds in April really understand; but when you see it in fast-forward virtual time it&#8217;s totally hypnotic.</p>
<p>To prove my point I dare you to <span style="color: #ff9900;"><a href="http://vimeo.com/42160180" target="_blank"><span style="text-decoration: underline;">view this video</span></a></span> and then try and concentrate on any work that takes even a thimbleful of brainpower. After a long season of &#8220;blah,&#8221; flowers make you want to run outside and frolic in the park, throwing your hands up while skipping around in wild abandon like a kid, by which, of course, I mean a baby goat rather than human offspring.</p>
<p>On second thought, if you have spring productivity issues like I do, it might be better not to click that link. We can&#8217;t have all of Canada cavorting outside when there&#8217;s work to be done.</p>
<p><a href="http://www.designstor.com/lab/?p=879"><em>Click here to view the embedded video.</em></a></p>
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		<title>Spotted: TUX at Spadina and Front</title>
		<link>http://www.designstor.com/lab/?p=851</link>
		<comments>http://www.designstor.com/lab/?p=851#comments</comments>
		<pubDate>Tue, 15 May 2012 15:36:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Spotted]]></category>
		<category><![CDATA[What we've been up to]]></category>
		<category><![CDATA[Great Gulf]]></category>
		<category><![CDATA[TUX]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=851</guid>
		<description><![CDATA[
It&#8217;s always gratifying to see your work super-sized! Check out this designstor TUX rendering spotted at Front and Spadina.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.designstor.com/lab/wp-content/uploads/2012/05/tux_at_front_spadina.jpg"><img class="aligncenter size-full wp-image-852" title="tux_at_front_spadina" src="http://www.designstor.com/lab/wp-content/uploads/2012/05/tux_at_front_spadina.jpg" alt="tux_at_front_spadina" width="470" height="475" /></a><br />
It&#8217;s always gratifying to see your work super-sized! Check out this designstor TUX rendering spotted at Front and Spadina.</p>
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		<title>Spotted: Tux by Great Gulf on BuzzBuzz</title>
		<link>http://www.designstor.com/lab/?p=838</link>
		<comments>http://www.designstor.com/lab/?p=838#comments</comments>
		<pubDate>Tue, 24 Apr 2012 18:23:12 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=838</guid>
		<description><![CDATA[
This popped up on BuzzBuzz homes the other day.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.buzzbuzzhome.com/2012/04/tux-lobby-renderings.html" target="_blank"><img class="aligncenter size-full wp-image-846" src="http://www.designstor.com/lab/wp-content/uploads/2012/04/tux_on_buzzbuzz2.jpg" alt="tux_on_buzzbuzz" width="470" height="427" /></a></p>
<p>This popped up on BuzzBuzz homes the other day.</p>
]]></content:encoded>
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		<item>
		<title>Details</title>
		<link>http://www.designstor.com/lab/?p=836</link>
		<comments>http://www.designstor.com/lab/?p=836#comments</comments>
		<pubDate>Thu, 05 Apr 2012 19:57:24 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Newsletter]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=836</guid>
		<description><![CDATA[Details are important.
Remember  NASA&#8217;s Mars Climate Orbiter? Well, after  successfully traversing the  669 million kilometers of space between Earth and  our red neighbour, it  passed at too low an altitude upon arriving and  disintegrated in the  atmosphere. It turns out that the people in charge of  calculating [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-top:0px;font-weight:normal">Details are important.</p>
<p style="margin-top:0px;font-weight:normal">Remember  NASA&#8217;s Mars Climate Orbiter? Well, after  successfully traversing the  669 million kilometers of space between Earth and  our red neighbour, it  passed at too low an altitude upon arriving and  disintegrated in the  atmosphere. It turns out that the people in charge of  calculating the  probe&#8217;s trajectory forgot to convert imperial units into the  standard  metric ones.  That was an  important detail.</p>
<p style="margin-top:0px;font-weight:normal">We pay  closer  attention to details than that NASA trajectory team because we  know they bring  believability to the rendering; that is, we know that  the impression the  overall rendering has on the viewer is to a great  extent a function of the  details, though that&#8217;s not immediately  apparent even to the trained eye.</p>
<p style="margin-top:0px;font-weight:normal">That&#8217;s why  we spend extra  time on things such as reveals—the junction between two  materials or geometric  objects.  Something as simple as the  point  where the wall meets the floor, if done improperly, calls attention to   itself in a way that says &#8220;there&#8217;s something not quite right  here.&#8221;  Or  take fabrics.  Getting the right colour or pattern is one  thing, but  matching the texture so things that are supposed to be fuzzy  actually <em>look</em> fuzzy is another.  The &#8220;noise&#8221; of any given texture  map (the imagery  that is overlaid on top of a geometric shape) may need to be  tweaked in  Photoshop to make sure that the Jensen armchair from Minotti has that   sexy velvet sheen it&#8217;s supposed to have.</p>
<p style="margin-top:0px;font-weight:normal">We&#8217;ve gone  so far as  to custom-model each and every individual brick in a building  if we don&#8217;t think  that the masonry image applied to that wall is  cutting it.  Okay, some people                might call that a bit  obsessive, though I bet the NASA  team                wishes it had been accused of that when  word of the               &#8220;<a href="http://designstornewsletter.createsend1.com/t/y-l-yuthjtk-l-d/" target="_new">metric mixup</a>&#8221; was leaked.</p>
<p style="margin-top:0px;font-weight:normal">It&#8217;s not rocket  science: details add up. And while you might not be working with the same sort  of budgets that are  involved in space-flight missions, it&#8217;s important that the  marketing  material for your project hits the mark&#8230;or at the very least doesn&#8217;t  crash land.</p>
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		<item>
		<title>Hidden Details</title>
		<link>http://www.designstor.com/lab/?p=829</link>
		<comments>http://www.designstor.com/lab/?p=829#comments</comments>
		<pubDate>Mon, 02 Apr 2012 19:32:08 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[What we've been up to]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=829</guid>
		<description><![CDATA[There&#8217;s a lot of detail work that sometimes gets lost when viewing an  architectural visualization in its entirety.  This month we draw your  attention to those details.
]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a lot of detail work that sometimes gets lost when viewing an  architectural visualization in its entirety.  This month we draw your  attention to those details.</p>
<p><a href="http://www.designstor.com/lab/?p=829"><em>Click here to view the embedded video.</em></a></p>
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		<title>The Ass Divot: that Extra Level of Realism</title>
		<link>http://www.designstor.com/lab/?p=823</link>
		<comments>http://www.designstor.com/lab/?p=823#comments</comments>
		<pubDate>Mon, 02 Apr 2012 18:26:27 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[What we've been up to]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=823</guid>
		<description><![CDATA[Greg shows us the difference between an adequately modelled couch cushion and one that looks more inviting than shag carpeting in front of a roaring fireplace.  That&#8217;s pretty inviting, wouldn&#8217;t you say?  Throw in a couple bean bag chairs and you&#8217;re closer to nirvana than most dare to dream.
]]></description>
			<content:encoded><![CDATA[<p>Greg shows us the difference between an adequately modelled couch cushion and one that looks more inviting than shag carpeting in front of a roaring fireplace.  That&#8217;s pretty inviting, wouldn&#8217;t you say?  Throw in a couple bean bag chairs and you&#8217;re closer to nirvana than most dare to dream.</p>
<p><a href="http://www.designstor.com/lab/?p=823"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>3D vs 2D People: the Showdown!</title>
		<link>http://www.designstor.com/lab/?p=806</link>
		<comments>http://www.designstor.com/lab/?p=806#comments</comments>
		<pubDate>Tue, 14 Feb 2012 20:01:38 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[renderings]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=806</guid>
		<description><![CDATA[Of all the objects in a rendering, people are  the  hardest to make convincing. That&#8217;s the result of thousands of years of  evolution that has selected  for our ability to recognize other humans,  really, really well.  Probably to keep them off our turf,  originally,  but that&#8217;s just speculation [...]]]></description>
			<content:encoded><![CDATA[<p>Of all the objects in a rendering, people are  the  hardest to make convincing. That&#8217;s the result of thousands of years of  evolution that has selected  for our ability to recognize other humans,  really, really well.  Probably to keep them off our turf,  originally,  but that&#8217;s just speculation on my part. I&#8217;m not an  anthropologist.  Or a  scientist of any  sort. But anyway, in a nutshell, it turns out we&#8217;re  really good at spotting  when someone is a bit&#8230;off; much more so than  we are with  buildings, in fact.</p>
<p>Now,  research has shown that where virtual people  are concerned, as we traverse the  spectrum from cartoon-like toward  realism, our response moves from delight to  revulsion, and back to  delight as we behold real people.  In other words, we have an inbuilt, <a href="http://en.wikipedia.org/wiki/Uncanny_valley">negative  emotional reaction</a> to depictions of humans that look almost, <em>but not quite</em>, human.</p>
<p>Obviously, this is  important where populating your  rendering is concerned. The last thing you want  is for people to be  repelled by your condo-citizens.  It&#8217;s bad for sales.  So it goes  without saying that we put a lot  of thought into when we use 2D photos  of real people and when we insert 3D,  mathematically generated  model-people.</p>
<p>The former of these  are just as they sound: they&#8217;re  regular photographs of living, breathing people  that we insert in the  last stages of the rendering.  That is, they&#8217;re placed using Photoshop  after  the scene has been rendered.  They look  photorealistic, because,  well, they&#8217;re photographs.</p>
<p>Three-dimensional  people, meanwhile, use geometry and texture maps just like the buildings in the  rendering around them (<a href="http://www.designstor.com/Newsletter/2012/12-0210/3dperson.html" target="_blank">click here</a> to see their component parts).  If we rendered the same scene from a   different angle we could show their backside—without making any  additional  adjustments! In short, they live in the scene with the  buildings as opposed to  be being placed as an additional layer in the  finished image.</p>
<p>That last part sounds  like a huge advantage, right?  You might ask why bother painstakingly placing 2D  photographs of people  in the finished image when we&#8217;d have to do it all over  again if we  decide to re-render the scene at a different viewing angle? Not to   mention the fact that matching the lighting conditions under which your  2D person  was photographed to the finished scene can be tedious and  difficult. Three-dimensional people  are lit mathematically like the  buildings around them and require no additional  tweaking in this  respect. They will automatically be lit the same and cast the same  shadows as all other objects in the shared environment.</p>
<p>The problem is that 3D  people take a really, really,  really long time to model convincingly enough so  that they get to the  point where we don&#8217;t get &#8220;weirded out&#8221; by them.  Long enough that,  practically speaking,  there&#8217;s no budget large enough to achieve  populating your rendering with  completely photo-realistic 3D people.    Hair, for example, takes an astonishing amount of work to convince even  the  least observant among us that the person they&#8217;re looking at isn&#8217;t   &#8220;fake&#8221;: rendering each individual strand takes crazy amounts of CPU   power and time. So, if you&#8217;re ever managing a project with no deadline  and no  budget, this could be the way to go.</p>
<p>Mostly, we use 3D  people in animations, since it would  be close to impossible to do a fly through  with moving 2D images: you  would need a different photograph of every person in  the scene for  every frame!  When we do  use 3D citizens in these cases, though, we  usually &#8220;ghost&#8221; them so that all the  viewer sees are moving  silhouettes. This gives us the ability to populate your animation while  avoiding problems associated with showcasing humans that people could  spot as fakes and have that almost subconscious negative reaction to we  talked about above.</p>
<p>So there you have it. Unless you&#8217;re looking for an interesting Valentine&#8217;s date, being 3-dimensional isn&#8217;t always a plus.</p>
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		<title>(Pixel) Resolutions for a New Year</title>
		<link>http://www.designstor.com/lab/?p=792</link>
		<comments>http://www.designstor.com/lab/?p=792#comments</comments>
		<pubDate>Wed, 25 Jan 2012 18:47:50 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[resolution]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=792</guid>
		<description><![CDATA[What Exactly is &#8220;Resolution&#8221; Anway?

It&#8217;s best to think  of a digital image&#8217;s resolution as  &#8220;resolution at a certain size.&#8221; This  makes it much easier to relate to  elements involved in defining an image&#8217;s  properties.
Consider a stamp-sized  image (see above),  the dimensions of which are 1 inch by 1 [...]]]></description>
			<content:encoded><![CDATA[<p><span style="text-decoration: underline">What Exactly <em>is</em> &#8220;Resolution&#8221; Anway?</span></p>
<p><img class="aligncenter size-full wp-image-798" src="http://www.designstor.com/lab/wp-content/uploads/2012/01/ds2_stamp1.png" alt="ds2_stamp" width="470" height="487" /></p>
<p>It&#8217;s best to think  of a digital image&#8217;s resolution as  &#8220;resolution at a certain size.&#8221; This  makes it much easier to relate to  elements involved in defining an image&#8217;s  properties.</p>
<p>Consider a stamp-sized  image (see above),  the dimensions of which are 1 inch by 1 inch.  If this image is at 300  DPI (dots per inch)<span style="font-size:18px"><strong>*</strong></span> it means that it will be 300 pixels wide and 300 pixels high.  This  will give us a total pixel count of  90,000 pixels (300 x 300). A  megapixel is 1,000,000 pixels, so this 300 DPI  image, as  &#8220;high-resolution&#8221; as it is, has a fraction of the pixels  that even the  cheapest digital camera captures with each embarrassing picture  it  snaps at your office party.</p>
<p>Similarly, an  8  by 10 inch picture at 300 PPI will be  3000 pixels wide and 2400 pixels  high; this will give us a total pixel  count of 7.2 million pixels (7.2  megapixels).</p>
<p><span style="text-decoration: underline">What Resolution  Do you Need for your Project?</span><br />
When printing to  paper, we should be asking ourselves how  many total pixels we&#8217;ll need in order to  fill a given physical paper  size. Let&#8217;s see what this means given that our standard high-resolution  file is 5000 pixels in the widest dimension.</p>
<p>In the magazine  world, for instance, the standard  resolution is 300 DPI.  Well, if your file is 5000 pixels by 5000 pixels   (25 megapixels), at 300 DPI (meaning it takes 300 pixels to print an  inch of  the image) the maximum print out size will have physical  dimensions of 16.67 by  16.67 inches (5000/300=16.67).</p>
<p>Meanwhile, a standard resolution for posters is 150 DPI, and at that resolution the <em>same</em> digital file can print a poster at  33.3 x 33.3 inches   (5000/150=33.3). Moving on, you could print out a billboard ad just over   9¼ by  9¼ feet at 45 DPI, a perfectly acceptable resolution for this  application.</p>
<p><span style="text-decoration: underline">Resizing</span><br />
There are a couple  ways to increase the size of an image  (by which we mean increase the total  number of pixels) so it will print  to a larger area than the maximum defined above.</p>
<p>One is to  increase  it through a  &#8220;resampling&#8221; procedure  in Photoshop.   This method uses various algorithms to best create new  neighbouring  pixels. We increase the size in 10% increments so as to  minimize the amount of new information generated in each step, thereby  resulting in less pixelation (a term denoting the point where individual  pixels become visible) and a higher quality print. This method has  proven to be just as effective as using custom resizing software.</p>
<p>The second is to  produce a high quality print with  continuous tone colour similar to photos developed on traditional photo  paper. This print is in turn scanned at the desired final output  resolution (ie. 12 feet wide at 45 DPI). The inks in the printing  process blend together a bit at their edges, effectively creating new  neighbouring pixels (as above) in a manner that also reduces pixelation.</p>
<p>The first resizing method is free, but, depending on how  big your large-format target medium is, it can, in some instances,  result in some pixelation. For billboards this isn&#8217;t an issue because  the viewer isn&#8217;t standing close to the image; that is, when you&#8217;re 10  meters away from an image you simply won&#8217;t see a difference. <a href="http://vimeo.com/35342735" target="_new">On larger posters</a> this is also more than adequate.</p>
<p>The latter procedure costs money, but might be the better  choice for certain applications such as very large interior murals,  since in such cases the viewer <em>can</em> be right next to the image.</p>
<p><span style="text-decoration: underline">Why 5000  pixels?</span><br />
You might wonder  why we chose 5000 pixels as our maximum  dimension. There&#8217;s no single answer to  this question, there being many  factors at play.</p>
<p>For one, notice  that doubling the height and width of an image results in a file with <em>quadruple</em> the amount of information; the  image of the stamp above, if doubled to  600 pixels across, would contain four  times as much information  (360,000 pixels vs 90,000 pixels). A 25 megapixel image becomes a 100  megapixel image! Not only would this  dramatically increase rendering  times, but working with files of this size would tax even the  most  powerful workstations—and we&#8217;re already running computers with 16   processing cores!</p>
<p>Larger files means  slower everything, including opening  files, lighting, populating, and doing  those final subtle tweaks that  turn a good rendering into something stunning.  5000 pixels is a size  that balances  the needs of the  majority of our clients with what can  realistically be accomplished in the  time frames of the average  project.</p>
<p><span style="text-decoration: underline">What Does all this Mean?</span><br />
For the vast majority of projects 5000 pixels should be more than  enough to get you a crisp image sharp enough for just about every  application.  If you&#8217;ve got something else in mind let us know: we&#8217;ll be  happy to help figure out the best way to get that rendering on the side  of an airplane!</p>
<p><span style="font-size:18px">*</span><em>For our purposes we will  equate DPI to PPI (pixels per inch) in order to simplify the  relationship between pixels and print as far as the concept of  resolution is concerned.</em></p>
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		<title>designstor coffee run</title>
		<link>http://www.designstor.com/lab/?p=756</link>
		<comments>http://www.designstor.com/lab/?p=756#comments</comments>
		<pubDate>Tue, 17 Jan 2012 17:06:34 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[What we've been up to]]></category>
		<category><![CDATA[coffee]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=756</guid>
		<description><![CDATA[It's always interesting to see how definite narratives emerge from seemingly random footage...]]></description>
			<content:encoded><![CDATA[<p>Over a period of three days Kristine shot the office&#8217;s coffee breaks with a Canon 5D Mark II. Footage was then edited with Adobe Premiere Pro and some very simple audio editing was subsequently applied via Soundbooth. Of course, audio is always an issue when not using a boom, but making do with the internal microphone is part of the exercise.</p>
<p>It&#8217;s always interesting to see how defined narratives emerge from seemingly random footage.  What story did Kristine uncover? In the eternal dispute that is Tim Horton&#8217;s vs. Starbucks there is only one objective certainty that stands alone, above the petty, partisan bickering: raisin tea biscuits are delicious.</p>
<p><a href="http://www.designstor.com/lab/?p=756"><em>Click here to view the embedded video.</em></a></p>
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		<title>Spotted: Abacus lofts in Now Magazine and The Grid!</title>
		<link>http://www.designstor.com/lab/?p=766</link>
		<comments>http://www.designstor.com/lab/?p=766#comments</comments>
		<pubDate>Mon, 16 Jan 2012 19:46:01 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Abacus Lofts]]></category>
		<category><![CDATA[Advertising]]></category>
		<category><![CDATA[Toronto Condos]]></category>

		<guid isPermaLink="false">http://www.designstor.com/lab/?p=766</guid>
		<description><![CDATA[Spotted:
Designstor&#8217;s Abacus Lofts renderings in Toronto&#8217;s Now Magazine and The Grid

]]></description>
			<content:encoded><![CDATA[<p>Spotted:<br />
Designstor&#8217;s Abacus Lofts renderings in Toronto&#8217;s <em>Now Magazine</em> and <em>The Grid</em></p>
<p><a href="http://www.designstor.com/lab/wp-content/uploads/2012/01/abacus.png"><img class="aligncenter size-full wp-image-784" title="abacus" src="http://www.designstor.com/lab/wp-content/uploads/2012/01/abacus.png" alt="abacus" width="480" height="289" /></a></p>
]]></content:encoded>
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