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Overview

This repository includes the implementation of paper Rendering Iridescent Rock Dove Neck Feathers in Mitsuba 2.

Instruction

Clone the Mitsuba 2 repository, copy the current folder to the repository, then compile as instructed in the docs. The default variant is scalar_spectral. Add these two lines to src/bsdfs/CMakeLists.txt:

add_plugin(barbulebsdfev        barbuleBsdfEval.cpp)
add_plugin(barbulebsdf          barbule.cpp)

Add to src/sensors/CMakeLists.txt:

add_plugin(bsdfvisualizer   bsdfvisualizer.cpp)

Add to src/shapes/CMakeLists.txt:

add_plugin(feather     feather.cpp)

Then copy the current folder to the mitsuba folder, keeping the structure, then compile again.

Usage

in the build folder, do dist/mitsuba ../scenes/xxx.xml.

For the sequence with linear area light source, do

for o in -1 00 01 02 03 04 05 06
do
    dist/mitsuba -Do=${o} -o ../scenes/la${o}0.exr ../scenes/la.xml
done

Note

In Mitsuba 2, $\omega_i$ denotes the camera ray and $\omega_o$ the light ray. Therefore, when visualizing the BSDF, we use the barbulebsdfev plug-in, swapping $\omega_i$ and $\omega_o$.

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