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Welcome to the 'final' version of pbrt, version 2. This version of the source code corresponds to the system that is described in the second edition of the book "Physically Based Rendering: From Theory To Implementation", released in July 2010. The latest version of the pbrt code, including all of the latest bug fixes, updates, and conversion utilities is available from http://github.com/mmp/pbrt-v2. Please report any bugs encountered or other issues with the system to Matt Pharr and Greg Humphreys, via the [email protected] e-mail address. pbrt-v2 has been ported to a number of architectures and operating systems, including Windows (x86 and x64), Mac OS X, Linux, and OpenBSD. It should build on most UNIX-like systems. Please see the file src/README_BUILDING.txt for more information about compiling the system. --- Organization --- src/ : The implementation of the pbrt rendering system is in this directory. It includes a MSVC project to build the system as well as an XCode project, build scripts for scons, and a Makefile as well. scenes/ : A number of simple example scenes. exporters/ : Scripts to export to the pbrt file format from a number of modeling systems. (Currently, 3ds max, Blender, StructureSynth, as well as a Mathematica exporter) dtrace/ : A number of scripts for gathering data about the run-time behavior of pbrt using dtrace (http://en.wikipedia.org/wiki/DTrace). Dtrace is only supported on Mac OSX and FreeBSD; see the src/README_BUILDING.txt file for more information about building pbrt with dtrace support. --- Changes --- The remainder of this document will summarize the major changes to the system since the version described in the first edition of the book. See the file src/README_BUILDING.txt for information about how to compile the system. --- Incompatibilities --- Many existing pbrt scene files will work unmodified with the second version of the system. The most significant user-visible change is that we have taken this opportunity to fix the long-standing bug where LookAt inadvertently flipped the handed-ness of the coordinate system. You may find that scene files that use LookAt now render flipped images or otherwise have problems with the camera positioning. Add "Scale -1 1 1" to the top of any scene description files with this problem to return to the previous camera position. pbrt no longer has a plugin implementation based on runtime loading of DSOs or DLLs. All implementations of shapes, lights, etc., are just statically compiled into the pbrt binary. (We found that the complexity of supporting this, both in cross-platform headaches, user issues with plugins not being found, and so forth wasn't worth the limited benefits.) The PBRT_SEARCHPATH environment variable is no longer used, and the SearchPath directive has been removed from the input file syntax. We have removed the "shinymetal" material, replacing it with a physically based "metal" material. (Described further in the new features section below.) --- New Features --- -- General -- pbrt is now multithreaded; performance should scale well with increasing numbers of CPU cores. We are particularly interested to hear any experience running the system with >4 cores as well as any insight gained from digging into any scalability bottlenecks. The system attempts to automatically determine how many CPU cores are present in the system, but the --ncores command line argument can be used to override this. OpenEXR is no longer required to build the system (but it is highly recommended). pbrt now includes code to read and write both TGA and PFM format files; support for those file format is thus always available. If pbrt is compiled with PBRT_HAS_OPENEXR #defined, then OpenEXR files can be used as well. An accelerator based on bounding volume hierarchies has been added (accelerators/bvh*). This accelerator is now the default; it spends substantially less time than the kd-tree accelerator in hierarchy construction, while providing nearly equal performance. pbrt now supports full spectral rendering as a compile-time option; to enable it, change the "typedef RGBSpectrum Spectrum" in core/pbrt.h to "typedef SampledSpectrum Spectrum". The number of spectral samples taken (30 by default, leading to 10nm spacing), can be changed in the core/spectrum.h file. Animation is now supported via animated transformations for cameras and shapes in the scene. (But not light sources, however.) See the included example files scenes/anim-killeroos-moving.pbrt and scenes/anim-moving-reflection.pbrt. A rudimentary adaptive sampler is included, see samplers/adaptive.*. -- Integrators -- The 'instant global illumination', 'extended photon map', and 'extended infinite area light source' implementations from the author-supplied plugins for pbrt-v1 are now part of the standard distribution; the previous photon map and infinite area light source implementations described in the first version of the book have been removed. The irradiance cache implementation has been substantially improved, following many of the ideas from the Tabellion and Lamorlette paper from SIGGRAPH 2004. A subsurface scattering integrator based on the Jensen and Buhler 2002 SIGGRAPH paper has been added (integrators/dipolesubsurface.*). Two new materials for translucent materials have been added, "kdsubsurface" and "subsurface". The former implements Jensen and Buhler's intuitive approach for setting subsurface scattering parameters. The latter also incorporates measured scattering parameters from a number of recent papers; many translucent material types are available by name. (See the source code for details.) An implementation of Metropolis light transport has been added (based on the Kelemen et al 2002 Eurographics paper). This is implemented as a new "renderer", rather than for example a surface integrator. See the included example scene file scenes/metal.pbrt. Support for a variety of forms of precomputed radiance transport has been added. A new renderer that computes radiance light probes in spherical harmonics on a grid has been added (renderers/createprobes.*), and a surface integrator that uses them is available in integrators/useprobes.*. The diffuse precomputed radiance transfer (PRT) method of Sloan et al's 2002 SIGGRAPH paper is implemented in integrators/diffuseprt.* and a technique for glossy PRT is in integrators/glossyprt.*. Note that in general, one would use pbrt to do the precomputation part of PRT and then use the results in a real-time rendering system. Here we have also implemented the code that uses the results within pbrt for pedagogical purposes (and so that we don't need to include a real-time renderer with the book!). -- Materials -- A new 'metal' material has been added; it supports setting the spectral index of refraction and extinction coefficients via measured data from real metals. See the example file scenes/metal.pbrt. A large number of spectral measurements are available in the scenes/spds/metals/ directory. Support for measured BRDF data is now available via the "measured" material. Two BRDF representations and file formats are supported. First is the binary file format used by the MERL BRDF database. (http://merl.com/brdf). For arbitrary scattered BRDF measurements, a general text file format is supported; see the comments in scenes/brdfs/acryl_blue.brdf. --- Example Scenes --- A small number of example scenes that demonstrate some of the new features are provided in the scenes/ directory. anim-killeroos-moving.pbrt, anim-moving-reflection.pbrt: demonstrates motion blur features. bunny.pbrt: measured BRDFs killeroo-simple.pbrt: simple scene with "Killeroo" model metal.pbrt: Metropolis light transport, measured BRDFs prt-teapot.pbrt: precomputed radiance transfer ss-envmap.pbrt: subsurface scattering
pbrt-v3
Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.pbrt-v4
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.pbr-book-website
pbrt-v4-scenes
Example scenes for pbrt-v4pbrt-v1
Source code to pbrt, the ray tracer described in "Physically Based Rendering: From Theory To Implementation"uniform_float
vice
Virtual air traffic control simulatorbk
Command-line backup systempbrt-v4-ci-testing
rgb2spectrum
Cache for prebuilt rgb2spectrum tables (to speedup pbrt-v4 CI runs)earcut-go
golang wrapper around mapbox's earcut.hpp polygon triangulation librarypharr.org
pharr.org websitemmp.github.io
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