A minimalistic, dependency-free C++ path tracer
C++ Scala C Shell CMake SuperCollider
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build refractive materials Jul 11, 2015
src refractive materials Jul 11, 2015
.gitignore project clean Mar 31, 2014
CMakeLists.txt update cmake file Apr 1, 2014
README.md updated readme.md example Apr 29, 2014

README.md

pathtracer

version 0.9.2

dependencies

This project uses cmake.

mac osx

Download and install CMake if you don't already have it. To simplify installation you may use Homebrew:

brew install cmake

linux (ubuntu)

sudo apt-get install cmake

build and run

To build and run it you can either do:

$ cd build
$ ./run.sh scene_file_name samples_per_pixel

which will give you more information about the time it took to render the image, and save a png image into a images/ subfolder with the standard name scene-hour-sppx.png, or:

$ cd build
$ cmake .. && make
$ ./pathtracer.out scenes/scene_file_name samples_per_pixel

which will only output an image.ppm file.

usage

scenes

To define a camera, you can provide a lens size (for depth of field) and the focus plane distance, if you don't, the rendering will be without depth of field (pinhole camera). For the other parameters, p is the position, la is the look at position, and res defines the resolution of the film of the camera:

camera lens(0.08) focus(1.0) p(0.0, 2.5, -4.0) la(0.0, 2.5, 0.0) res(640, 480)

To define basic objects (planes & spheres), the object can be either a sphere with s or a plane with p, next p is the position of this object, e is its emission, c is its color, the material can be s, d or r for respectively specular, diffuse or refractive material.

object:s|p p(2.0, 1.0, 0.0) e(0.0, 0.0, 0.0) c(1.0, 1.0, 1.0) material:s|d|r

For meshes, you first have to define its .obj file location, and the last parameters are the same as basic objects.

mesh:obj/plane1.obj p(0.0, 0.0, 0.0) e(0.0, 0.0, 0.0) c(1.0, 1.0, 1.0) material:s|d|r

example

# cornell box scene
camera lens(0.08) focus(1.0) p(0.0, 2.5, -4.0) la(0.0, 2.5, 0.0) res(640, 480)

# light sphere 
object:s p(1.0, 3.5, 3.5) e(2.5, 2.5, 2.5) c(1.0, 1.0, 1.0) material:d

# spheres
object:s p(2.0, 1.0, 0.0) e(0.0, 0.0, 0.0) c(1.0, 1.0, 1.0) material:s
object:s p(-2.9, 1.0, 2.0) e(0.0, 0.0, 0.0) c(1.0, 1.0, 1.0) material:r

# floor plane
object:p p(0.0, 0.0, 0.0) e(0.0, 0.0, 0.0) c(0.88, 0.85, 0.78) material:d

# meshes / walls
mesh:obj/plane1.obj p(0.0, 0.0, 0.0) e(0.0, 0.0, 0.0) c(1.0, 1.0, 1.0) material:d
mesh:obj/plane2.obj p(0.0, 0.0, 0.0) e(0.0, 0.0, 0.0) c(0.41, 0.21, 0.35) material:d
mesh:obj/plane3.obj p(0.0, 0.0, 0.0) e(0.0, 0.0, 0.0) c(0.81, 0.29, 0.0) material:d

results

example

First attempts on depth of field (there's still some artifacts):

example

licence

  Copyright (C) 2014 Naaji Karim (karim.naaji@gmail.com)
  
  This program is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.
  
  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.
  
  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <http://www.gnu.org/licenses/>.