Mike Phillips michael.phillips@univie.ac.at Slides created...

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Mike Phillips michael.phillips@univie.ac.at Slides created by Usman Alim

}  A physically based rendering system based on the ray-tracing algorithm ◦  Think in terms of physical quantities and units

}  Well documented in a literate programming

style ◦  Theory is coupled with implementation ◦  Highly cross-referenced content ◦  Book serves as API documentation

Pros

• Flexible and well-tested framework

• Saves you the pain of writing bootstrapping code

• Abstract and modular design, so you can focus on certain aspects of interest

Cons

• Learning curve! • Basic design is

already set, can be hard to modify

Modeling tools

Manual editing

Scene description file .pbrt

Renderer

HDR Image file

}  Used to describe the geometry and lighting.pbrt file extension

Can edit scene manually •  support for various geometric primitives

(spheres, quadrics, triangle meshes etc.) and materials

Or export from a modeling software •  scripts included for 3ds Max, Blender,

Mathematica and Structure Synth

}  13 key classes (p. 16)

}  Specify scene using directives and identifiers along with parameters

}  Identifiers correspond to the class names }  System takes care of parsing and

instantiating appropriate objects }  More details in Appendix B }  Also see docs/fileformat.pdf

}  Major component that traces rays }  Multithreaded using screne-space

decomposition

}  High Dynamic Range (HDR) image analogous to the raw output of a camera

}  Saved in the OpenEXR format }  Has to be suitably tone-mapped for a

computer screen ◦  view using exrdisplay ◦  convert to another format, exrtopng, exr2tiff

}  Copy to a local directory and compile ◦  On linux or MacOS, a simple make should do it

}  Experiment with the provided scenes ◦  Look in scenes/ ◦  More scenes available here ◦  Build your own scenes or modify the provided ones

}  Extend pbrt

1.  Extend the appropriate classes(e.g. Ripples2DTexture that extends Texture)

2.  Provide instantiation code that extracts parameters and invokes the constructor (e.g. CreateRipplesFloatTexture)

3.  Add calls in the appropriate Make function in core/api.cpp (e.g. MakeFloatTexture)

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