| | pbrt Version 2
The implementation of pbrt-v2, the version of the
system that accompanies the second edition of the book, has now been
released. In addition to the source code to the system, this distribution
also includes exporters from a number of modeling systems and example
scenes. (The Windows version also source code and MSVC build rules for the
OpenEXR libraries.) See the changelog
for the list of changes since the initial alpha release
of pbrt-v2 in October of 2009.
The best way to track the latest version of the system is via
the git SCM system.
The pbrt git repository can be cloned from
git://github.com/mmp/pbrt-v2.git.
(See the pbrt page on github
for more information.)
Alternatively, a recent snapshot of the latest version on github is
available in separate packages for Windows and Linux/Mac OSX. The
following snapshot represents git
commit 5a1f2df611c33c70f8e063a6b43bf458756dc328
at Wed Aug 31 05:06:25 2011
For Linux and OS X, the OpenEXR image
libraries are not included and must be downloaded and installed separately
if they aren't already available on your system. Most modern package
management systems have an option to install OpenEXR.
Example Scenes
A number of interesting scenes are also available to use with
pbrt; see the separate
page for information about how to download these scenes as well as
rendered images of them.
Older Source Code Updates
The fourth patch release to pbrt version 1,
fixing numerous mostly-small errors found since the
book's release, and including the author-supplied plugins,
is now available. The release
notes describe all of the changes in this release (and previous
releases). Source code is
available in separate packages for Windows and Linux/Mac OSX:
We are also providing access to a git
repository of the pbrt source code. It is available
from git://github.com/mmp/pbrt-v1.git.
(See the pbrt page on
github for more information.)
The OpenEXR
image libraries are no longer included and must be downloaded and installed
separately if they aren't already available on your system.
If you need access to the 1.04, 1.03, or 1.02 releases, they are still available:
Tools From the Authors
These add-on tools enhance pbrt's functionality. These are
provided directly in the pbrt-v2 distribution, but must be downloaded
separately for pbrt-v1.
Plugins From the Authors
These plugin modules extend pbrt to
add interesting new functionality. They are directly included in the
latest patch releases to pbrt-v1. They are superceded by improved
implementations of them in pbrt-v2.
- Improved photon mapping integrator: this plugin
has numerous improvements to the basic photon mapping integrator
described in Section 16.5 of Physically Based Rendering.
In particular, final gathering is as much as seven times faster,
there are fewer artifacts in the final images, and the distribution
of rays used for final gathering better matches the indirect
lighting distribution.
(PDF describing implementation,
C++ source code.)
- Improved infinite area light source sampling: this plugin
implements an improved importance sampling method for "infinite area
lights", a.k.a. environment map light sources. This method substantially
reduces variance in rendered images by accounting for the directional
variation of brightness in the environment map.
(PDF describing implementation,
C++ source code.)
- Debugging integrator: this plugin
allows you to directly visualize certain intermediate calculations, such
as the geometric or surface normals. VERY handy when you're trying to figure
out why your scene is all screwy. It's very short, so hopefully its use is
self-explanatory from the code.
(C++ source code.)
- "Instant global illumination": this plugin implements
Wald et al's "instant global illumination" algorithm. This technique
is effectively a bidirectional path tracing method that re-uses a small
number of paths over all pixels in the image. It does so in a way
that gives a result with no noise due to Monte Carlo variance, instead
accepting correlation in error across all pixels in the image. It
is extremely fast, often on the order of 20% slower than just rendering
an image with direct illumination only.
(PDF describing implementation,
C++ source code.)
Contributed Plugins
Exporters and Converters
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