Mystic Hollow

Rendering Competition, Computer Graphics I, WS 23/24

Concept

This scene depicts a surreal and ominous landscape. A person stands in a small rowboat, holding an oar and gazing at a massive human skull that is embedded into the hillside of a dense and lush forest. The skull is disproportionately large in comparison to the natural elements around it, creating a sense of being in a fantasy or dream-like world.

The forest appears wild and ancient, with moss-covered rocks and dense foliage that suggest this place is untouched by modern civilization. The water is calm, reflecting the eerie scene and the figure in the boat creates a solitary silhouette against this backdrop. The overarching rock formation and the mist that seems to envelop the scene add to the mysterious and possibly macabre atmosphere.

Process

We started building the scene from the skull which we took from internet, and the found assets that fit to the scene's theme. We tried different combinations of assets but removed unecessary assets and tried our best to make our scene low-poly.

While implementing this feature we faced some challenges such as implementing uniform sampling for the points on the shapes which were being used to design the area lights.

Utilizing the BlenderKit addon was a game-changer; it made the integration of objects into our scene a breeze. We make use of add-ons including ANT landscape, through which we tried to make hills and landscapes, and we also made use of Sculpt tool inside the blander to create a base for our skull. Our initial setup involved establishing the key elements—the towering skull, the man in a boat, and the overarching skull cave structure. These served as the anchors of our composition. Methodically, we built up the scene, element by element, ensuring each piece contributed to the overall atmosphere. We positioned area lights within Blender, adjusting their coordinates to cast the perfect shadows and highlights.

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Resolution
Light Sources
Samples
Hours Render Time

Features

Area Light

In our scene, the area light plays a crucial role in creating a sense of depth and atmosphere. It's a type of light source in Blender that emits light from a defined area in a specific direction, which provides a soft and diffused light similar to natural light sources.

For Spot light over the mysterious skull in the, we used an area light to mimic the subtle diffusion of light that might seep in through the forest canopy, casting gentle shadows and highlighting the contours of the giant skull and the boatman, giving the scene a more immersive and natural feel.

Shading Normals

Shading normals are fundamental to giving our objects a realistic appearance; they determine how light interacts with the surfaces in our scene. By adjusting the shading normals in Blender, we were able to refine how light and shadow play across the diverse textures, enhancing details such as the roughness of the rocks, the smoothness of the skull surface, and the rustic texture of the boat. This fine-tuning ensures that each element reflects light as it would in the real world, contributing to the overall believability of the scene

Denoising

Given the intricate lighting and detailed textures of our scene, image denoising was an essential step in the rendering process. We implemented the Image denoising feature in our Ray tracer which helped us smooth out any unwanted noise and graininess caused by the rendering process, ensuring that the final image was crisp and clear.

This was particularly important in the darker areas of the scene and the reflective water surface, where noise could detract from the intended mood and visual details we worked so hard to achieve. The end result was a cleaner, more polished image that invited viewers to look closer without the distraction of digital artifacts.

Alpha masking

Alpha masking is a technique used to make parts of a texture transparent, which we employed to add complexity to the foliage and edges in our scene. By using alpha masks on the textures of leaves and branches, we achieved realistic outlines and gaps through which the background could be seen. This not only added to the intricacy and depth of the forest but also allowed us to craft more intricate silhouettes and shapes within the scene, enhancing the visual narrative without adding geometric complexity.