Our Scene For our scene, we created a coffee shop. We wanted to make a scene that was realistic and applicable to our daily life, rather than a fantastical or whimsical image. First, we began with a background of a coffee shop that we projected onto a plane to create our background. We blurred and scaled the image in Photoshop. Next, we created a table and textured it with marble and simulated subsurface scattering for the most realistic lighting. On the table we placed two mugs (created in Blender) and a teapot. For these objects, we put a simulated glass exterior to model a ceramic finish. Finally, we add a plant to the table as the focal point of our image; we found it aesthetically appealing to have a center of focus that was off-center. Assets Downloaded We downloaded obj files from TD3FM for the chairs, table, teapot, and plant. Created We designed the coffee mugs in Blender. We also used UV Mapping in Blender to project the background image on a plane, and to texture the mugs and teapot. In addition, texturing the plant required significant manipulations of the mesh. We broke the downloaded mesh into two components (plant and pot) and then implemented separate textures via UV mapping for each component. Technical Contributions Sub-Surface Scattering We consolted a Nvidia article (http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html) to simulate subsurface scattering on the marble table. This was done by creating a new marble material that extended the Material class. We then re-wrote the ComputeBRDF method to modify the material and simulate subsurface scattering. In ComputeBRDF, we utilized wrap lighting by adding color tint at transitions from light to dark lighting. Table Without Sub-Surface Scattering Table With Sub-Surface Scattering Shadow Rays through Transmissive Objects We additionally simulated ceramic by allowing shadow rays to pass through transmissive objects. Following the directions online, we extended the Backward Rendering program to allow rays to pass through translucent objects. Then, we added a “glassy outer layer” that was slightly larger than our object to our mugs and teapot to simulate ceramic. Mug without simulated ceramic Mug with simulated ceramic Partner Contributions Marina and Leslie both worked together on all parts of the project. Marina worked more heavily on the Blender aspect of the assignment by creating the models or finding the models and texturing them in Blender. Leslie worked more heavily on adding objects to the scene and placing them properly, and creating the proper lighting. They both worked together to implement subsurface scattering and shadow rays through transmissive objects.