Subtle Mayhem

Computer Graphics Winter 2024/25 - Rendering Competition

Rendered Image
Denoised Image

Key Features

Overcoming Obstacles

Integrating Intel® Open Image Denoise (OIDN)

Denoising requires auxiliary buffers like normals, albedo, and depth, but integrating these into our rendering pipeline was complex because these buffers were not originally part of the Lightwave framework. We modified the rendering pipeline to output these additional buffers and ensured they were correctly aligned with the primary rendered image. Feeding these extra buffers to OIDN significantly improved the denoised output, preventing over-smoothing and preserving edge details.

What is the right focal length and aperture for the thin lens camera?

This is something that took us a lot of tries to get right. We wanted the car and the tree in the foreground to be in focus, but the tree in the background to be out of focus. Eventually, we were able to calculate the approximate distance of the camera from the car in Blender, but the aperture of the camera still took a few more tries to get right.

Figuring out Blender

Both of us being extremely new to Blender, this was honestly one of the biggest challenges—figuring out this vast open-source ocean of possibilities. This is a possible explanation why our scene looks relatively minimalistic. But as they say, good things come in small packages :).

The little things that we miss

After figuring out all the logic and code to implement the features, we were getting a pitch-black output for certain aspects of the scene like the floor and the walls. We spent days re-checking and correcting our alpha-masking logic, textures, shading-normals, and meshes. In the end, it turned out that we were simply not assigning the UV coordinates in the mesh code. So the function was returning nothing/junk.

Why "Subtle Mayhem" Deserves to Win