ᱵᱤᱥᱚᱭ ᱨᱮ ᱪᱟᱞᱟᱜ ᱢᱮ
Aleksei Kipin ᱨᱮᱱᱟᱜ Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ

Aleksei Kipin ᱨᱮᱱᱟᱜ Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ ᱫᱚ ᱥᱚᱯᱷᱴᱣᱮᱭᱟᱨ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱵᱷᱟᱜ ᱨᱮ 2026 A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱨᱮᱱᱟᱜ ᱟᱹᱰᱤ ᱢᱟᱱ ᱟᱠᱟᱱ ᱡᱤᱛᱠᱟᱨ ᱠᱟᱱᱟ᱾


ᱞᱚᱦᱟᱥᱚᱯᱷᱴᱣᱮᱭᱟᱨ· 2026

Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ

Aleksei Kipin ᱞᱮᱠᱟᱛᱮ

ᱜᱟᱦᱟᱠ: Aleksei Kipin

ᱥᱚᱯᱷᱴᱣᱮᱭᱟᱨ ᱵᱷᱟᱜ ᱨᱮ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱡᱤᱛᱠᱟᱨ

6,219

ᱡᱟᱸᱪ ᱟᱠᱟᱱ ᱮᱣᱟᱨᱰ ᱡᱤᱛᱠᱟᱨ

#179657 ᱞᱟᱜᱤᱫ ᱮᱣᱟᱨᱰ ᱦᱟᱞᱚᱛ ᱡᱟᱸᱪ

ᱨᱚᱝ

ᱰᱤᱡᱟᱭᱤᱱ

Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ ᱵᱟᱵᱚᱛ ᱛᱮ

Book Text: ᱰᱮᱯᱛᱷ ᱫᱳ ᱢᱤᱫ ᱦᱟᱞᱠᱟ ᱯᱮ ᱢᱟᱲᱟᱝᱤᱭᱟ ᱮᱰᱤᱴᱚᱨ ᱠᱟᱱᱟ ᱡᱟᱦᱟᱸ ᱫᱤᱡᱟᱭᱤᱱ ᱯᱷᱟᱭᱤᱞ ᱨᱮ ᱨᱤᱭᱮᱞ ᱴᱟᱭᱢ ᱯᱮ ᱢᱟᱲᱟᱝᱤᱭᱟ ᱨᱮᱱᱰᱟᱨᱤᱝ ᱟᱜᱩ ᱮᱫᱟ, ᱡᱟᱦᱟᱸ ᱫᱷᱟᱨᱟᱭ ᱯᱨᱳᱰᱟᱠᱴ ᱠᱚᱱᱥᱮᱯᱴ ᱠᱳ ᱯᱷᱟᱨᱴᱟᱞ ᱠᱮᱢᱨᱟ ᱧᱮᱞ ᱟᱨ ᱨᱩᱯᱟᱹ ᱥᱟᱶᱛᱮ ᱧᱮᱞ ᱦᱩᱭ ᱫᱟᱲᱮᱭᱟᱜ-ᱟ ᱾ ᱥᱟᱸᱪᱟᱣ ᱮᱱ ᱧᱮᱞ ᱴᱷᱟᱶ ᱠᱳ ᱢᱳᱰᱮᱞ ᱦᱩᱭ ᱪᱟᱞᱟᱜ ᱢᱮᱱᱛᱮ ᱯᱷᱟᱨᱥᱟ ᱢᱟᱲᱟᱝ ᱟᱨ ᱛᱟᱭᱳᱢ ᱧᱮᱞ ᱫᱚᱦᱲᱟ ᱨᱮ ᱜᱚᱲᱳ ᱮᱢᱟᱜ-ᱟ ᱾ ᱢᱩᱪᱟᱹᱫ ᱪᱤᱛᱟᱹᱨ ᱠᱳ ᱞᱮᱭᱟᱣᱴ, ᱮᱱᱳᱴᱮᱥᱚᱱ, ᱟᱨ ᱢᱟᱱᱟᱣ ᱞᱟᱹᱜᱤᱫ ᱫᱤᱡᱟᱭᱤᱱ ᱠᱮᱱᱣᱟᱥ ᱨᱮ ᱥᱤᱫᱷᱟ ᱫᱳᱦᱳ ᱦᱩᱭᱩᱜ-ᱟ, ᱡᱟᱦᱟᱸ ᱫᱷᱟᱨᱟᱭ ᱴᱩᱞ ᱳᱞᱴᱟᱣ ᱟᱨ ᱧᱮᱞ ᱚᱠᱛᱳ ᱠᱚᱢ ᱦᱩᱭᱩᱜ-ᱟ ᱾

ᱢᱟᱱᱟᱱ

A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱵᱟᱵᱚᱛ ᱛᱮ

Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ ᱫᱚ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱧᱟᱢ ᱟᱠᱟᱱᱟ, ᱱᱚᱶᱟ ᱫᱚ ᱵᱷᱟᱞᱟᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱮᱢ ᱟᱠᱟᱱ ᱥᱚᱢᱟᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱠᱚ ᱫᱚ ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱠᱚ ᱨᱮᱭᱟᱜ ᱵᱷᱟᱵᱱᱟ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱠᱟᱢᱤ ᱡᱷᱟᱞᱠᱟᱣ ᱠᱚ᱾ Depth Primary Function: ᱦᱳᱸᱫᱟᱨᱦᱟᱸᱫᱟᱨ 3d ᱧᱮᱞ ᱯᱟᱹᱨᱥᱤ ᱫᱚ ᱠᱚᱞᱟ, ᱣᱤᱜᱭᱟᱱ, ᱰᱤᱡᱟᱭᱤᱱ ᱟᱨ ᱴᱮᱠᱱᱚᱞᱚᱡᱤ ᱨᱮᱭᱟᱜ ᱥᱤᱢᱟ ᱵᱟᱲᱦᱟᱣ ᱟᱨ ᱫᱩᱱᱤᱭᱟ ᱵᱷᱟᱞᱟᱭ ᱞᱟᱹᱜᱤᱫ ᱜᱚᱲᱚ ᱮᱢ ᱠᱟᱱᱟ᱾

ᱰᱤᱡᱟᱭᱤᱱ ᱯᱤᱪᱷᱟ ᱨᱮ

ᱯᱨᱮᱥ ᱠᱤᱴ

ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱧᱮᱞ ᱠᱷᱚᱱ ᱠᱨᱮᱰᱤᱴ, ᱴᱤᱢ ᱥᱫᱚᱥᱭ ᱟᱨ ᱴᱮᱠᱱᱤᱠᱮᱞ ᱵᱤᱵᱚᱨᱚᱬ ᱮᱢ ᱟᱠᱟᱱᱟ᱾

ᱟᱞᱜᱟ ᱜᱩᱱ ᱠᱚ
Depth is an integrated real-time three-dimensional visualization and rendering system for digital design workflows. It imports three-dimensional models and high dynamic range lighting environments, enables precise geometry inspection and camera control, and provides art-directable lighting with instant feedback. Final renders are exported directly into the design canvas, eliminating external handoffs.
ᱢᱟᱯ ᱟᱨ ᱯᱮᱠᱮᱡᱤᱝ
Software-based system: real-time three-dimensional viewer and renderer built on Three.js and WebG. Inputs: glTF 2.0 assets (.glb/.gltf), including Draco-compressed geometry; High Dynamic Range lighting environments (.hdr/.exr) with rotation. Metallic-roughness materials, texture support, object visibility and transform controls, orbit/pan/zoom camera. Output: high-resolution renders placed directly into the design document.
ᱴᱮᱜ ᱠᱚ
Real-time rendering, three-dimensional visualization, HDRI lighting, Physically based rendering, glTF workflow, WebGL, Geometry inspection, Design-to-render pipeline, Asset review, Digital product design
ᱛᱮᱭᱟᱨ ᱛᱮᱠᱱᱚᱞᱚᱡᱤ
Built as a lightweight in-editor three-dimensional runtime using Three.js and WebGL with a physically based rendering pipeline. Supports glTF and GLB assets, High Dynamic Range Image environment lighting, tone mapping, camera controls, and mesh-level inspection. Performance is optimized via compressed geometry decoding (Draco) and efficient scene graph management. Outputs high-resolution raster renders into the design document.
ᱰᱤᱡᱟᱭᱱ ᱪᱮᱞᱮᱧ
The central challenge was bringing cinematic three-dimensional fidelity into a constrained design-editor environment without breaking the speed and simplicity designers expect. Depth had to handle unpredictable asset quality, large files, and diverse lighting conditions while keeping interaction immediate and understandable. Balancing professional controls with an elegant, minimal interface required rigorous iteration and performance discipline.
ᱜᱚᱵᱮᱥᱚᱱᱟ
Type: mixed-method. Objectives: cinematic three-dimensional review and lighting atmospheres for design workflows. Method: rapid prototyping and task tests. Data/Tools: interviews, timed tasks, screen captures, performance logs. Participants/Experiments: designers and 3D artists with real assets. Results: faster iteration, fewer handoffs, consistent renders. Insights/Impacts: presets + instant feedback reduce complexity and elevate craft. Effect (Business/Society/Design): shorter cycles and broader 3D literacy.
ᱯᱨᱮᱨᱚᱱᱟ
Depth was inspired by a persistent gap between three-dimensional production and everyday digital design practice. Assets were evaluated through slow, fragmented handoffs and "good enough" screenshots. The project set out to bring physically convincing lighting, spatial understanding, and rapid iteration into the designer's workspace, turning review into real-time art direction.
ᱯᱨᱚᱡᱮᱠᱴ ᱥᱚᱢᱚᱭ
The project started in 2025 in New York City and reached its first public release in 2026 in New York City, with iterative updates continuing throughout the development period.
ᱠᱟᱹᱢᱤ ᱦᱚᱨ
Users import a three-dimensional model, choose a lighting atmosphere, then orbit, zoom, and rotate to understand form, scale, and detail. Simple controls refine light and camera until the object feels grounded and intentional. Every adjustment updates instantly, enabling fast visual decisions. A single export places a polished render back into the design canvas for immediate use.
ᱪᱤᱛᱟᱹᱨ ᱥᱟᱹᱦᱟ
Image #1, Illustration, Aleksei Kipin
Image #2, Illustration, Aleksei Kipin
Image #3, Illustration, Aleksei Kipin

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ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱢᱟᱨᱟᱝ ᱪᱤᱱᱦᱟᱹ ᱦᱟᱛᱟᱣ ᱞᱟᱹᱠᱛᱤᱭᱟᱜᱼᱟ

A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱫᱚ ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱞᱟᱜᱤᱫ ᱢᱤᱫ ᱟᱱᱛᱚᱨᱡᱟᱛᱤᱭ, ᱡᱩᱨᱤ ᱵᱤᱪᱟᱨ ᱠᱟᱱ ᱢᱟᱱ ᱠᱟᱱᱟ᱾ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱨᱮ ᱵᱷᱟᱜ ᱞᱮ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ ᱞᱟᱜᱤᱫ ᱡᱚᱜᱽᱭᱟᱛᱟ ᱨᱮᱱᱟᱜ ᱪᱤᱱᱦᱟᱹ, ᱱᱟᱢ, ᱢᱟᱱ ᱟᱨ ᱯᱨᱪᱟᱨ ᱧᱟᱢ ᱞᱟᱜᱤᱫ᱾ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱞᱟᱜᱤᱫ ᱱᱚᱢᱤᱱᱮᱴ ᱠᱟᱛᱮ ᱢᱟᱱ ᱟᱠᱟᱱ A' ᱰᱤᱡᱟᱭᱱ ᱯᱩᱨᱟᱥᱠᱟᱨ ᱞᱟᱜᱤᱫ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱢᱮ᱾

ᱱᱚᱢᱤᱱᱮᱴ