The code specific to the Global Illumination Shadow Layers paper implementation
is available under the GPL v3 license. A test scene shadow.pbrt
is provided as
a starter.
Objects are identified using a proxy material of type identifier
to avoid
storing additional data in the geometry. It accepts two parameters:
string identifier
is the identifier of the object.string material
is the type of the underlying material.
Any other parameter is forwarded to the underlying material.
The ShadowIntegrator
is simply called shadow
in scene files. It accepts
the same parameters as path
along with:
integer maxskips
sets the maximum number of intersection skips that can be performed when recovering lost radiance across surfaces. Default ismaxdepth
.string casters
is a list of strings containing the material identifiers of the objects that will cast (emit) shadows.string catchers
is a list of strings containing the material identifiers of the objects that will catch (receive) shadows.string noselfshadow
is a list of strings containing the material identifiers of the objects that should not display self-shadowing on their surface.bool singlefile
indicates if a multi-layered EXR file should be exported instead of separate images. Default istrue
.bool splitlights
indicates if shadow layers should be separated per light in the scene. Note that for area lights, each triangle of the mesh is considered a separate light. Default isfalse
.bool splitdirect
indicates if shadow layers should be separated into direct and indirect components. Default isfalse
.float skipprob
sets the probability of skipping a surface during propagation. Default is0.5
.
We implemented variants of the PathIntegrator
and ShadowIntegrator
that
measure and display statistics about the render. They can be invoked as
pathstats
and shadowstats
and take additional parameters.
string mode
should benormal
,time
orvariance
to use either a fixed sample count, time, or variance. Default isnormal
.
integer batchsize
sets the number of samples evaluated at once. A bigger value increases cache benefits but reduces the precision of time measurement. Default is8
.integer maxseconds
sets the maximum allowed render time in seconds. However, the last batch of samples is allowed to finish past the timer. Default is60
.
The number of samples will never go past pixelsamples
, so make sure to
indicate a big enough value beforehand. The render log will show the batch size
and the number of batches rendered.
integer minsamples
sets the minimum number of samples used to estimate variance. Default is128
.float maxvariance
sets the maximum variance per pixel. If a pixel cannot converge under this threshold, it uses allpixelsamples
samples. Default is0.01
.
The render log will show the percentage of unconverged pixels, the mean number of samples used, and the mean variance.
This repository holds the source code to the version of pbrt that is described in the third edition of Physically Based Rendering: From Theory to Implementation, by Matt Pharr, Wenzel Jakob, and Greg Humphreys. As before, the code is available under the BSD license.
The pbrt website has general information about both the Physically Based Rendering book as well as many other resources for pbrt. As of October 2018, the full text of the book is now available online, for free.
Over 8GB of example scenes are available for download. (Many are new and weren't available with previous versions of pbrt.) See the pbrt-v3 scenes page on the pbrt website for information about how to download them.
After downloading them, see the README.md.html
file in the scene
distribution for more information about the scenes and preview images.
- There is a pbrt Google Groups mailing list that can be a helpful resource.
- Please see the User's Guide for more information about how to check out and build the system as well as various additional information about working with pbrt.
- Should you find a bug in pbrt, please report it in the bug tracker.
- Please report any errors you find in the Physically Based Rendering book to authors@pbrt.org.
Note: we tend to let bug reports and book errata emails pile up for a few months for processing them in batches. Don't think we don't appreciate them. :-)
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 after a new submodule has been added, 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. To get cmake for Windows, or to build it from source, see the cmake downloads page. Once you have cmake, the next step depends on your operating system.
Create a new directory for the build, change to that directory, and run
cmake [path to pbrt-v3]
. A Makefile will be created in the current
directory. Next, run make
to build pbrt, the obj2pbrt and imgtool
utilities, and an executable that runs pbrt's unit tests. Depending on the
number of cores in your system, you will probably want to supply make with
the -j
parameter to specify the number of compilation jobs to run in
parallel (e.g. make -j8
).
By default, the makefiles that are created that will compile an optimized release build of pbrt. These builds give the highest performance when rendering, but many runtime checks are disabled in these builds and optimized builds are generally difficult to trace in a debugger.
To build a debug version of pbrt, set the CMAKE_BUILD_TYPE
flag to
Debug
when you run cmake to create build files to make a debug build. To
do so, provide cmake with the argument -DCMAKE_BUILD_TYPE=Debug
and build
pbrt using the resulting makefiles. (You may want to keep two build
directories, one for release builds and one for debug builds, so that you
don't need to switch back and forth.)
Debug versions of the system run much more slowly than release builds. Therefore, in order to avoid surprisingly slow renders when debugging support isn't desired, debug versions of pbrt print a banner message indicating that they were built for debugging at startup time.
To make an Xcode project on OS X, run cmake -G Xcode [path to pbrt-v3]
.
A PBRT-V3.xcodeproj
project file that can be opened in Xcode. Note that
the default build settings have an optimization level of "None"; you'll
almost certainly want to choose "Faster" or "Fastest".
On Windows, first point the cmake GUI at the directory with pbrt's source code. Create a separate directory to hold the result of the build (potentially just a directory named "build" inside the pbrt-v3 directory) and set that for "Where to build the binaries" in the GUI.
Next, click "Configure". Note that you will want to choose the "Win64" generator for your MSVC installation unless you have a clear reason to need a 32-bit build of pbrt. Once cmake has finished the configuration step, click "Generate"; when that's done, there will be a "PBRT-V3.sln" file in the build directory you specified. Open that up in MSVC and you're ready to go.
There are two configuration settings that must be set when configuring the
build. The first controls whether pbrt uses 32-bit or 64-bit values for
floating-point computation, and the second controls whether tristimulus RGB
values or sampled spectral values are used for rendering. (Both of these
aren't amenable to being chosen at runtime, but must be determined at
compile time for efficiency). The cmake configuration variables
PBRT_FLOAT_AS_DOUBLE
and PBRT_SAMPLED_SPECTRUM
configure them,
respectively.
If you're using a GUI version of cmake, those settings should be available in the list of configuration variables; set them as desired before choosing 'Generate'.
With command-line cmake, their values can be specified when you cmake via
-DPBRT_FLOAT_AS_DOUBLE=1
, for example.