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MUSEUM
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CONCEPT

We wanted to make a scene that focuses mainly on showing the different materials that we've implemented during the course. Therefore we decided to go with a museum environment which allows us to experiment with alot of materials in a fitting place. In addition we were really inspired by the look of modern museums and the beauty of its architecture.

Participants:
Ghiath Jawish
Maher Rayes

THE SCENE

Scene

museum room first iteration

base room:

The base for our scene was made using blender and then exported into an obj file to be used later in our image.

Models:

Most of our models were taken from websites like Turbosquid, blendswap, etc.. and then imported into blender, where we made some adjustments to them to fit our image, e.g., removed some unnecessary triangles or devided them into subobject so we can texture them properly.

skull model taken from Blendswap

FEATURES

Features

Here are some of the highlights in our scene
Click on the images to make them bigger


Glass:

Implementing the glass material was a tricky task to say the least, but it paid off well for our models. it is used here for both the tables and the ship bottle with the water inside it as well.

a close up shot of a ship in a glass bottle
close up shot of the mirror wiht gold corners

Combine Materials "gold and mirror":

We implemented gold and mirror materials that use our "combined material" very usefully. The gold is the result of combining lambertian yellow with mirror and phong materials. the mirror is the result of combining mirror and some noise added to give it the old vibes.

Area Lights:

We opted to use spheres as area lights because they provide a more realistic lighting to the scene

sphere area light
close up shot of the skyline

Environment Mapping:

Since we have a skyline in our scene we needed to fill the black void with something. So we decided to use environmental mapping to give all rays that intersect with no object a color.

BVH/SAH:

Our scene consists of a lot of triangles so a simple group won't cut it. So we implemented BVH which improved rendering times drastically and we went a step further and implemented Binning SAH which also improved performance.

a shot taken from the lecture demonstrating the Binning SAH Algorithm
1,504,572
Triangles
25+
Materials/Textures
7h09m
Runtime
100
Samples

REFRENCES

Links to all the external models, textures and materials used in our project

Vase
Skull
Statue Stand
Table
Carpet
Ship in a bottle
Textures
museum art
Mammoth