Harry Chen - Nov. 23, 2020
My artwork is a series of renderings of the same digital model of a pair of eyes placed on a plane. When creating this artwork, I connect the school assignment with my interest, computer programming and computer-generated imagery. I wanted to try something I haven’t tried before, that is, scalar field triangulation and Monte-Carlo path tracing. I modeled the eyelash like water droplets and made the eyes from glass because I have always been fascinated with water and glass-like solids. I experimented with different viewport settings, surfaces, and lightings to create images that bring people different feelings. I also tried direct light sampling and subsurface scattering to challenge myself.
My artwork is a series of Computer Generated Imagery (CGI) of a stylized eye model. It is a series of images of the same model rendered using Monte-Carlo path tracing. The model is a polygonised procedural scalar field reconstructed using the Matching Cube algorithm. When creating this artwork, I didn’t use any third-party CGI software or libraries. Instead, I created it completely within the Microsoft Visual Studio IDE.
When I started working on the eye drawing project, I tried several sketches and digital drawings but they didn't look well. I am a computer graphics enthusiast who enjoys doing art by coding, so I decided to try doing this project using CGI. Initially I didn’t have much hope that it would work, because I had never tried scalar field polygonising and Monte-Carlo path tracing. I regarded it as an opportunity to try something new, and thought about the possibility that I would hand in a drawing instead if it wouldn’t work out well. However, my first full-resolution rendering surprised me. I then tried different angles and surfaces, and experimented with some more “advanced” concepts like direct light sampling, motion blur, and subsurface scattering, and was again surprised to find a simple eye model can have so many possibilities that brings a viewer different feelings when rendered differently.
I have been fascinated with water, light caustics, and glass-like solids, so I decided to create the eyes made of glass. When modeling the eye, I made it not too complicated or detailed but better described as stylized. I made the eyelash look like spilled water droplets, and in most images the eyes are rendered as glass. I tried different angles and perspectives as well as materials and lightings in the rendering. To find some challenge, I also experimented with diffuse reflection and subsurface scattering. Overall, I had fun doing this project and feel I learned a lot in the process.
The source code, polygonized model, and full-resolution renderings can be found here.