My initial inspiration for this was, in seeing reflections and refractions, I though it would be cool to show a scene with dice of many different materials. When I learned about photon mapping, I later got the idea to have the semi-transparent dice filter the incoming light, to get a more realistic effect. Further, a simple effect that I thought would add to the scene would be to add depth of field, so that dice in the distance would seem fuzzier. And lastly I wanted to have procedural texturing so that the dice were not all solid textures.
What I implemented
I ended up implementing all that I hoped for, though, looking back, there were a few more things I would have liked to implement, but I didn't realize how helpful they would be until I got the final image, and it was too late to add more effects. To reiterate the effects I implemented were:
Photon mapping, with the emphasis on filtering of specific colors of light.
Depth of field, with nothing to special about this.
Procedural texturing, which was done mostly the same way that the stone texture was, but with minor differences. First, I had a threshold and after applying perlin, if the result was above the threshold then it was a certain color, and if it was below that it was a different color. Secondly, instead of passing in x,y, and z into the perlin function, I played around with passing f(x),f(y), and f(z) into perlin, and tried several different functions f(x).
What I hope to add over the summer