For our image, we wanted to create an intimate looking room with a grand piano and a wine glass in it, in order to take advantage of shininess, transparency, and other stuff that's best done with a raytracer. There are several models in our scene. First, of course, we found the grand piano along with a seat for it online, and placed it within the original Cornell demo box, which we adjusted slightly so that the proportions work better for our use. We also found a few textures for the walls and the floor. We then created molding to connect the walls and the floor, and cut a hole in the back wall in order to place the windows with blinds over it. We obtained both the blinds and the window from the internet, and we placed a plane behind the window to give the impression that there is a world outside the room. We tried giving it a mysterious green appearance, as if it were deep in a rain forest of some sort; we also implemented the change required to get rid of shadows on the sky plane. Finally, we also added a wine glass on top of the piano seat. This brings us to our modifications of the models to take advantage of the ray tracer's capabilities. We played around with the reflectivity, transmittance, and IOR parameters for the wine glass, so that it looked realistic, and settled on a transmittance of 0.9, IOR of 1.52, and reflectivity of 0.07. Similarly, we also played around with these values for the grand piano, and used a reflectivity of 0.2 in order to make it look more shiny. Finally, we also wanted to make the hardwood floor shine a little bit, in an attempt to match our inspiration image better, so we set its reflectivity to 0.15. This brings us to our lighting setup. We've got a point light that lights the piano on the side of the keys so the pianist can see his or her music. Weżve got an area light that's coming from the top center of the room that simulates a ceiling light. Most importantly, we have light coming from the windows. This is a slightly yellow area light to bring in the warmth of sunlight. :) Other miscellaneous improvements we made mostly included threading as suggested on Piazza, which we found greatly sped up our code.