
I tried to let this scene look as natural as possible.
Basic objects, shadows:


Refraction, reflection:

Merged spheres (implemented as algebraic varieties, it was my idea, but apparently it is a standard method):

Bowl:

Bump map, textures:


A first more compicated scene:

Tree, made of spheres (the biggest problem was to wrap a texture around it):

Same tree, but with interpolated normal vector:

Relief (very fast triangle mesh):

Same relief, but with interpolated normal vector:

Main picture at day light:

Different view point:

Again:

Area light, and enhanced textures: The mirror is just one rectangle, but it is partwise transparent, partwise diffuse, partwise reflective, and on three diagonal stripes it makes unsharpen reflections (due to a stochastical bump map):

Backward raytracing (the mirror here has no stochastical bump map):

).