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Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Greg Humphreys, and Wenzel Jakob.

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pbrt, Version 3

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This repository holds the source code to the new version of pbrt that will be described in the forthcoming third edition of Physically Based Rendering: From Theory to Implementation, by Matt Pharr, Greg Humphreys, and Wenzel Jakob. As before, the code is available under the BSD license.

Although the new version of the book won't be released until mid-2016, we're making the source code available now so that interested users can look at the code, try out the system, and possibly help us out. (See how you can help for more information about contributing.) The initial release of the source code doesn't include updated documentation (and the book isn't out yet!), so you should only try it out if you're comfortable digging into source code.

Some example scenes are available for download. (Updated 26 Nov 2015).

The pbrt website has general information about both Physically Based Rendering as well as pbrt-v2, the previous version of the system.

Significant Changes

The system has seen many changes since the second edition. To figure out how to use the new features, you may want to look at the example scene files and read through the source code to figure out the parameters and details of the following. (Better documentation will come once everything is finalized.)

  • Bidirectional path tracing: Integrator "bdpt" does proper bidirectional path tracing with multiple importance sampling.
  • Metropolis sampling: Integrator "mlt" uses the bidirectional path tracer with Hachisuka et al.'s "Multiplexed Metropolis Light Transport" technique.
  • Improved numerical robustness for intersection calculations: epsilons are small and provably conservative. Section draft
  • Subsurface scattering: all new implementation, integrated into the path tracing integrator. See the scenes/head example scene.
  • Curve shape: thin ribbons described by bicubic Bezier curves. Great for hair, fur, and grass.
  • PLY mesh support: meshes in PLY format can be used directly: Shape "plymesh" "string filename" "mesh.ply"
    • Existing scenes with triangle meshes specified via Shape "trianglemesh" can be converted to PLY using the --toply command-line option, which emits a PLY mesh for each triangle mesh and prints an updated scene description file to standard out.
  • Realistic camera model: tracing rays through lenses to make images! See the scenes/dragons example scene.
  • Participating media: the boundaries of shapes are now used to delineate the extent of regions of participating media in the scene. See the scenes/medium-sphere example scene.
  • New samplers: a much-improved Halton sampler, and an all-new Sobol' sampler are both quite effective for path tracing and bidirectional path tracing.
  • Fourier representation of measured materials: an implementation of Jakob et al's A Comprehensive Framework for Rendering Layered Materials. (See an example in the scenes/dragons example scene).
    • New versions of the BSDF files it uses can be generated with a visual layer editor provided in a special branch of the Mitsuba renderer. To compile this branch, install PyQt (matching your system’s Python Version) and compile Mitsuba with the -DDOUBLE_PRECISION flag (see the documentation for details on building Mitsuba). After sourcing the ’setpath.sh’ script on a terminal, enter the ‘editor’ directory and run ‘main.py’ to launch the visual layer editor.
  • Improved microfacet models: specular transmission through microfacets, and Heitz's improved importance sampling.
  • No external dependencies: thanks to Sean Barrett's stb_image_write.h, Diego Nehab's rply, and Emil Mikulic's TARGA library, no external libraries need to be compiled to build pbrt. The only slightly bigger dependency is OpenEXR, and its build system is fully integrated with that of PBRT.

Many other small things have been improved (parallelization scheme, image updates, statistics system, overall cleanliness of interfaces); see the source code for details.

Building The System

First, to check out pbrt together with all dependencies, be sure to use the --recursive flag when cloning the repository, i.e.

$ git clone --recursive https://github.com/mmp/pbrt-v3/

If you accidentally already cloned pbrt without this flag (or to update an pbrt source tree from before change b9aa97b1f21f36b0, run the following command to also fetch the dependencies:

$ git submodule update --init --recursive

pbrt uses cmake for its build system. On Linux and OS X, cmake is available via most package management systems. For Windows, or to build it from source, see the cmake downloads page.

  • For command-line builds on Linux and OS X, once you have cmake installed, create a new directory for the build, change to that directory, and run cmake <path to pbrt-v3>. A Makefile will be created in that current directory. Run make -j4, and pbrt and some additional tools will be built.
  • To make an XCode project file on OS X, run cmake -G Xcode <path to pbrt-v3>.
  • Finally, on Windows, the cmake GUI will create MSVC solution files that you can load in MSVC.

File Format Changes

We've tried to keep the scene description file format as unchanged as possible. However, progress in other parts of the system required changes to the scene description format.

First, the "Renderer", "SurfaceIntegrator", and "VolumeIntegrator" directives have all been unified under "Integrator"; only a single integrator now needs to be specified.

The following specific implementations were removed:

  • Accelerator "grid"
    • Use "bvh" or "kdtree" instead.
  • Material "measured", "shinymetal"
    • The new "fourier" material should now be used for measured BRDFs.
    • Use "uber" in place of "shinymetal".
  • VolumeRegion: all
  • SurfaceIntegrator: photonmap, irradiancecache, igi, dipolesubsurface, ambientocclusion, useprobes, diffuseprt, glossyprt
    • Use "sppm" for the "photonmap".
    • The "path" integrator now handles subsurface scattering directly.
    • The others aren't as good as path tracing anyway. :-)
  • VolumeIntegrator: single, emission
    • Use the "volpath" path tracing integrator.
  • Sampler: bestcandidate
    • Use any other sampler.
  • Renderer: all
    • Use "Integrator", as described above.

How You Can Help

pbrt has benefited immensely both from its users who have extended it in interesting ways and found bugs as well as from the many sharp-eyed readers of the book over the years. If you're interested in helping out with the third edition, some areas where we'd appreciate help are below. We'll happily acknowledge contributors in the book's preface; we'll send a signed copy of the book to folks who make significant contributions.

  • Finding bugs: though we've tried to test thoroughly, there are certainly bugs in the code, and we'd like to find them before they are published in the book! The pbrt-v3 issue tracker is the best place to report anything suspicious you find. Useful things to do include:
    • Running various scenes through the renderer and checking the results.
    • Using static code analysis tools (e.g. MSVC's /analyze) on the code
    • Using dynamic tools like valgrind, Address Sanitizer, Thread Sanitizer, etc. when rendering various scenes.
  • Portability: the system has been developed on Linux and OS X using x86 CPUs. It should be widely portable to other OSes and CPUs, but the only way to get those details right is for people to try it and let us know which targets don't currently work.

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Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Greg Humphreys, and Wenzel Jakob.

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