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Immersive Rooms

Forest Exhibition

Twelve minutes in a forest that does not exist — seven scenes wrapped across the walls and floor of one room.

Twelve continuous minutes of forest for the same five-surface room the solar system runs in, built for Infinia in 2024. Seven environments, each modelled and lit as a place rather than as a backdrop.

There is no story and nobody to follow. It is built to be sat inside while it changes around you — closer to weather than to film — so the transitions are long dissolves rather than cuts, and the brightest event in twelve minutes is light coming through the canopy.

By
Özgür Kahraman — 3D & Immersive Artist
Client
Infinia
Year
2024
Role
3D Artist · Immersive Content
Tools
  • Unreal Engine 5
  • Blender
  • After Effects
  • HeavyM

In the room

Dressed as a clearing

The room is dressed as a clearing. Trunks and canopy run up the walls, the forest floor runs under the seats, and the light moves the way it does outdoors — slowly, and from somewhere you cannot quite see. Visitors themselves pick up the projection: leaves fall across shoulders, and light pools around whoever is standing.

The pace is the point. Nothing cuts. Each scene dissolves into the next over a long enough transition that the room seems to be changing season rather than changing slide.

Showreel: a visitor walking into the misty forest, then the magenta night scene
An audience in the final sequence: the forest turned magenta and violet, light streaks tracing between the trees
A visitor walking toward a mist-filled forest projected on the far wall, rocks and a stream at their feet
A visitor with the forest's leaves projected across their back, standing in the misty scene
A visitor standing on the projected floor as a burst of green light spreads around them
A visitor silhouetted against the night forest, the trees lit magenta and purple
The Infinia edit

Projection mapping

Seven scenes, one wall

Each state of the forest is a separate environment, built in Unreal Engine 5 and rendered through Movie Render Queue as a wall panorama at the installed ratio, with its own floor pass. Shown here in the order the room plays them: from the dark entrance, through mist and water, to the clearing.

Wall panorama: a dark forest floor, an earthen path lit only from ahead

drag to turn around the room

The entrance — dense foliage, the path lit only from ahead
Wall panorama: a night lake with a single break in the canopy reflected on the water

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A night lake, one break in the canopy on the water
Wall panorama: mist over a shallow river between grey-blue trees

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Mist on the river — the forest at its greyest and most open
Wall panorama: dark trees closing in, daylight at the far end of the passage

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The passage — trees closing in, light at the far end
Wall panorama: a lake at golden hour, sunlit trees on the far bank reflected in the water

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The golden lake
Wall panorama: near darkness with two bright openings through the trees

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Two openings in the dark
Wall panorama: a daylit clearing of moss, wet stone and a rock face

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The clearing — full daylight, moss and wet stone

Setup

The same room, a different world

The forest runs on the same rig as the Space Exhibition: twelve projectors driven by a single workstation with three GPUs, with HeavyM warping and blending the outputs. What it plays is an H.264 master at the installed ratio with its floor pass — one clock for every surface, which is what keeps the floor and the walls in step through a twelve-minute continuous piece.

Projectors
12
GPUs
3
Workstation
1
Minutes
12
Wireframe diagram of the room: twelve ceiling-mounted projectors covering the walls and floor, fed by one workstation with three graphics cards
Three visitors seated before a forest of moss-covered rock and lit tree trunks, projected across the room