Technical
Details:
It was my first experience with
3D
modeling tools and I did a lot of modeling ... All the models are made
by myself from the scratch in Maya ... Now
I feel I just can model anything!!

For my scene having
Depth of Field was essential ... at the end
I used 1024 samples/pixel because of leaves near the camera!

I
implemented Snell/Fresnel Reflections/Refractions
model to capture the behavior of the light and water accurately.


I also implemented the Beer Lambert Law for
water absorption. Without this effect the image does not look right even
if you don't know what is the actual problem!

I
have Area Lights and Soft Shadows but you
have to try to find the shadows!

Having Environment Map added a lot to my
final image. Check it without the environment map

I
did a lot of Texture Mapping and a nice
Bump Mapping in this scene ... there were
no place to put my Procedural Textures!
Theses textures greatly impacted my rendering.

I
implemented Photon Mapping for having high
resolution Caustics. I store 60,000,000
caustic photons in most of the scenes.




You definitely don't want
to see my scene without
Anti Aliasing and Supper Sampling!

During
the course we implemented fast Axis Aliened
Bounding Boxes (AABB) Hierarchies for fast intersection
detections. hierarchies. For triangle intersections I use
Plucker Coordinates which is way faster
than Barycenteric intersection. Because you can pre-calculate huge
amount of calculations.
I did not use my
Montecarlo Pah Tracing because my scene
really did not need it and since my scene had a lot of reflections and
refractions it was adding a lot of noise to the image.
Now if you like you can
check more images.