Consider this a proof of concept - it's nowhere near finished, done just to see what's likely the best approach.
View attachment 37137
Issues I see coming:
I built this by manually modifying a box with bevelled edges, then using Catmull-Clark subdivisions to get those curved corners on the flat plane. Then, I applied three textures to the polygons of the model - basic glass, a dark bronze, and a custom default material with high transparency and a custom emissive value. There is an area light placed slightly above the model.
A) when you have an Area light, there is a checkbox to indicate if the light itself should be rendered or not. Here it is turned off - but there seems to be a bug in the renderer that if you view the light object through a transparent material, the light object becomes visible again.
B) I ultimately used a custom Color Node to provide data to the Emissive property. Why? A normal color applied to Emissive became too opaque, so I used the Transparency value for that color, but that made the brightness of the color dim. With a Color Node, I could use the same color with opacity, but I could also provide an Intensity value of slightly more than 1, which comes closer to the frosted, backlit texture of the glass.
C) to build it again, I would start with a normal box with several sections in the x and z planes, and bevel the outside corners to get the curves. Clone it, then distort one with Bulge Modifiers to get your curvy shapes on the bottom plane, but keep the top/botttom flat. Then merge those curved polygons on the bottom plane with the unmodified outer boundaries of the original, replacing its bottom plane. There will be a lot of cleanup.
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As a background item, this probably won't take long. If you want to call lots attention to it, though, it may take quite a bit of experimenting to get acceptable results.
Good luck!