In spite we had bump implemented during assignments, we additionally extended *.obj importer class and reconfigure triangle intersection class to support bump mapping.
Sharp shadows and incorrect lighting gradients are result of linear color space. We decided to use gamma correction in our pipeline to make light more realistic.
The amount of primitives in our final scene is over 500 000. Without SAH acceleration method it would take way more time to get feedback and customize the scene.
Since we have pretty close shot of the objects, camera DoF effect makes the picture look more appealing and focus attention on the object.
Point and spot lights give sharp shadows, which is not natural for scenes captured indoors. We use area lights with warm and cold colors, simulating sky and room lighting.
Multithreading significantly redused rendering time and gave us more time to tweak the scene itself, producing more draft images.
Final diffusse and bump maps of the pickle cosist of many layers of procedural maps combimations, with ability to tweak each parameter separately.
To receive realistic refraction between two solids, we modelled water the way it would intersect the glass. Additionally it is important to simulate water surface tension, closer to glass faces.
To create a feeling of a real photo, we also modelled a person who stays behind the camera. Whose reflection you can see on glass and water.