Browse Source

Scenes camera position and look at updated

Jérôme BUISINE 4 months ago
parent
commit
21cbef0ff7
38 changed files with 82 additions and 773 deletions
  1. 0 590
      README-pbrt.html
  2. 51 51
      README.md
  3. 1 1
      car2/p3d_car2.pbrt
  4. 2 2
      chopper-titan/p3d_chopper-titan.pbrt
  5. 2 3
      coffee-splash/p3d_splash.pbrt
  6. 2 2
      crown/p3d_crown.pbrt
  7. 3 3
      glass-of-water/p3d_glass-of-water.pbrt
  8. 1 1
      lamp/p3d_lamp.pbrt
  9. 1 1
      living-room-2/p3d_living-room-2.pbrt
  10. 2 2
      living-room-3/p3d_living-room-3.pbrt
  11. 1 1
      living-room/p3d_living-room.pbrt
  12. 3 3
      spaceship/p3d_spaceship.pbrt
  13. 1 1
      sportscar/p3d_sportscar.pbrt
  14. 1 1
      sssdragon/p3d_dragon_250.pbrt
  15. 1 1
      staircase2/p3d_staircase2.pbrt
  16. 1 1
      tt/p3d_tt.pbrt
  17. 0 10
      tungsten_veach-bidir/LICENSE.txt
  18. BIN
      tungsten_veach-bidir/models/Mesh000.ply
  19. BIN
      tungsten_veach-bidir/models/Mesh001.ply
  20. BIN
      tungsten_veach-bidir/models/Mesh002.ply
  21. BIN
      tungsten_veach-bidir/models/Mesh003.ply
  22. BIN
      tungsten_veach-bidir/models/Mesh004.ply
  23. BIN
      tungsten_veach-bidir/models/Mesh005.ply
  24. BIN
      tungsten_veach-bidir/models/Mesh006.ply
  25. BIN
      tungsten_veach-bidir/models/Mesh007.ply
  26. BIN
      tungsten_veach-bidir/models/Mesh008.ply
  27. BIN
      tungsten_veach-bidir/models/Mesh009.ply
  28. BIN
      tungsten_veach-bidir/models/Mesh010.ply
  29. BIN
      tungsten_veach-bidir/models/Mesh011.ply
  30. 0 50
      tungsten_veach-bidir/p3d_veach-bidir.pbrt
  31. 0 40
      tungsten_veach-bidir/scene.pbrt
  32. 1 1
      tungsten_veach-mis/p3d_veach-mis.pbrt
  33. 1 1
      utils/change_ext_all.sh
  34. 1 1
      utils/change_integrator_all.sh
  35. 1 1
      veach-ajar/p3d_veach-ajar.pbrt
  36. 1 1
      veach-bidir/p3d_bidir.pbrt
  37. 1 1
      volume-caustic/p3d_caustic.pbrt
  38. 3 3
      water-caustic/p3d_water-caustic.pbrt

+ 0 - 590
README-pbrt.html

@@ -1,590 +0,0 @@
-<meta charset="utf-8" lang="en"><style class="fallback">body{visibility:hidden;}</style>
-
-# Overview
-
-This repository includes a number of example scenes and
-data for use with the [pbrt-v3](https://github.com/mmp/pbrt-v3) renderer,
-which corresponds to the system described in the third edition of
-_Physically Based Rendering_, by Matt Pharr, Wenzel Jakob, and Greg
-Humphreys. (See also the [pbrt website](http://pbrt.org).)
-
-We hope that this data will be useful to users of `pbrt`, developers making
-changes to the system, and researchers in rendering. To our knowledge, all
-of these scenes and data can be used fairly freely. Some data is licensed
-under a Creative Commons Attribution license; see details in 
-Section [Overview of Scenes] of this document. 
-
-For more information about how to convert scenes to `pbrt`'s format, see
-the [pbrt User's
-Guide](http://pbrt.org/users-guide.html#Converting_Scenes_to_pbrts_Format_0).
-
-# Data Sets
-
-In addition to example scenes, there is some useful data for use with the
-system.
-
-* [bsdfs/](bsdfs/): this directory includes a variety of bidirectional scattering
-  distribution functions (BSDFs) for use with the `FourierMaterial`. See, for
-  example, the [coffee-splash](coffee-splash) scene for use of such a BSDF in a scene.
-  * New versions of BSDFs for use with `FourierMaterial` can be generated
-    with [layerlab](https://github.com/wjakob/layerlab/).
-
-* [lenses/](lenses/): lens description files for a handful of real-world lens
-  systems, for use with the `RealisticCamera`. See the scenes
-  [villa/villa-photons.pbrt](villa/villa-photons.pbrt) and
-  [sanmiguel/f6-17.pbrt](sanmiguel/f6-17.pbrt) for examples of their use.
-
-* [spds/](spds/): measured spectral power distributions for a variety of standard
-  illuminants, light sources, metals, and the squares of the Macbeth color
-  checker.
-
-# Scenes
-
-A variety of scenes are available, ranging from simple ones that show off
-an individual feature of the system, to more interesting ones that
-demonstrate complex lighting effects in scenes with detailed geometry and
-realistic reflection models.
-
-Scene files for many of the rendered figures in the book are included here;
-for example, [dragon/f11-13.pbrt](dragon/f11-13.pbrt) corresponds to Figure
-11.13 in the third edition of the book.
-
-## Directory Organization
-
-We've tried to organize all of the scene directories in a consistent
-manner; each scene directory is self-contained, containing all of the
-geometry, textures, and additional data needed to render the scene.
-
-With a few exceptions, each `*.pbrt` file in a scene directory represents a
-separate variant of the scene to be rendered (possibly with different light
-source configurations, different camera positions, etc.)  Some scenes have
-`geometry.pbrt`, `lights-*.pbrt` and `materials.pbrt` files that collect
-common geometry and material definitions across these variants. Thus, you
-should be able to just run `pbrt scene-name.pbrt` for any of the remaining
-`*.pbrt` files to render the corresponding scene.
-
-Complex triangle meshes and other complex geometry is stored in the
-`geometry/` directories and texture maps are all in the respective
-`textures/` directories. (Similarly, any SPDs, realistic camera lenses,
-or BSDF files are stored in corresponding sub-directories.)
-
-The [images/](images/) directory (which has a structure that parallels that
-of the scene directories) has EXR and PNG files corresponding to the final
-output from rendering each corresponding scene. All PNGs were generated
-using the `imgtool` program from the `pbrt-v3` distribution; many had a
-scale factor applied with the `--scale` command-line option, and a number
-include a bit of bloom to improve visual realism (via the `--bloomlevel` 
-and related command-line options.) Sometimes the corresponding `*.pbrt`
-file has a comment under the `Film` directive with the command line options
-that were used for `imgtool`.
-
-## A Note about Clamped Sample Values
-
-Some of these scenes have very difficult-to-sample light transport paths
-that in turn cause high variance, which manifests itself as scattered very
-bright pixels in images (often called "fireflies").  (For example, scenes
-with bumpy specular surfaces that are illuminated by realistic sky environment
-maps suffer from this issue when a path intersects the specular surface and
-is then scattered such that it happens to intersect the sun.)
-
-There is an option for pbrt's Film implementation that allows the user to
-specify a maximum value for the luminance of any sample added to the film;
-if enabled, any sample with a larger luminance has its luminance scaled
-down so that it is equal to the maximum. In turn, the impact of fireflies
-in images can be greatly reduced.
-
-We have used this option for a number of challenging scenes in the
-following. As such, **bias has been introduced into the the images that
-pbrt generates for those scenes**. We highlight this issue for two reasons:
-first, if you want to use those scenes as unbiased comparisons to another
-rendering system or to your implementation of a new light transport
-algorithm, it's important to be aware of this (and likely, to modify the
-scene files to disable this setting). Second, if you're developing a new
-light transport algorithm, these scenes provide a number of challenging
-situations that current algorithms don't handle well; new algorithms that
-handle them effectively would be useful contributions to rendering.
-
-## Overview of Scenes
-
-(##) Barcelona Pavilion
-
-![](images/barcelona-pavilion/pavilion-day.png height="200px")
-
-![](images/barcelona-pavilion/pavilion-night.png height="200px")
-
-[barcelona-pavilion](barcelona-pavilion): Model of van der Rohe's classic
-[Barcelona Pavilion](https://en.wikipedia.org/wiki/Barcelona_Pavilion),
-including both daytime and nighttime lighting setups. In the daytime setup,
-all illumination comes from a realistic sky model encoded in an HDR
-environment map. The night model has a very dark sky map and a number of
-area light sources; it is particularly challenging to render, as much of
-the illumination travels through one or more layers of glass before hitting
-a surface.
-
-barcelona-pavilion: Thanks to [Hamza Cheggour](http://www.emirage.org), who
-created this [great
-model](http://www.emirage.org/2013/04/24/free-download-archviz-project-pabellon-barcelona-3d-scene-v1-2-updated/)
-and made it available via a
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.
-
-(##) Bathroom
-
-![](images/bathroom/bathroom.png height="200px")
-
-[bathroom](bathroom): Modern bathroom with soft indirect lighting and
-depth of field. Given the mirrors and bright wight walls, multi-bounce
-indirect illumination has a substantial effect on the overall appearance
-of the scene.
-
-Thanks to "nacimus", who made this scene available under the
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license. Downloaded
-from [Blendswap](http://www.blendswap.com/blends/view/73937).
-
-(##) BMW M6
-
-![](images/bmw-m6/bmw-m6.png height="200px")
-
-[bmw-m6](bmw-m6): BMW M6 car (model year 2006) illuminated by a realistic
-skylight model.
-
-Thanks to Fred C. M'ule Jr. ("tyrant monkey" on BlendSwap) for this nice
-car model. [CC-Zero](https://creativecommons.org/publicdomain/zero/1.0/)
-(public domain) license. Downloaded from
-[Blendswap](http://www.blendswap.com/blends/view/3557).
-
-(##) Breakfast
-
-![](images/breakfast/breakfast-lamps.png height="200px")
-
-[breakfast](breakfast): Indoor scene with chairs around a table. One
-variant of the scene has light streaming in through blinds from the side
-such that most of the scene is only illuminated indirectly; finding these
-indirect illumination paths can be challenging.  Another variant is only
-illuminated by the lights above the table; handling the resulting light
-transport through the glass light fixtures is a good challenge for many
-light transport algorithms.
-
-Thanks to "Wig42", who made this scene available under a
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license. Downloaded
-from [Blendswap](http://www.blendswap.com/blends/view/75431).
-
-(##) Buddha Fractal
-
-![](images/buddha-fractal/buddha-fractal.png height="200px")
-
-[buddha-fractal](buddha-fractal): Stanford Buddha model made out of Stanford Buddha
-models. 25,250 instances, each with 29,890 triangles, giving a total
-geometric complexity of over 750 million triangles.
-
-Thanks for Guillermo M. Leal Llaguno for this fun variant
-of the Stanford Buddha model. (Buddha model courtesy [Stanford Computer
-Graphics Laboratory](http://graphics.stanford.edu/data/3Dscanrep/)).
-
-(##) Bunny Fur
-
-![](images/bunny-fur/f3-15.png height="200px")
-
-[bunny-fur](bunny-fur): Stanford Bunny with fur growing out of it, modeled using the
-new curve shape added to `pbrt` in the third edition of the book. Over
-1.5 million curves are used.
-
-Bunny model courtesy [Stanford Computer Graphics
-Laboratory](http://graphics.stanford.edu/data/3Dscanrep/).  Environment map
-thanks to [Bernhard Vogl](http://dativ.at/lightprobes/index.html).
-
-(##) Caustic Glass
-
-![](images/caustic-glass/f16-9c.png height="200px")
-
-[caustic-glass](caustic-glass): A delightfully complex caustic pattern that
-results from light being projected through a realistic model of a bumpy
-glass.
-
-Thanks to Simon Wendsche (https://byob.carbonmade.com/) for
-the model.
-
-(##) Chopper Titan
-
-![](images/chopper-titan/chopper-titan.png height="200px")
-
-[chopper-titan](chopper-titan): Shiny motorcycle sitting on a glossy
-surface, illuminated by a sunset.
-
-Thanks to julioras3d for this model;
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license. Downloaded
-from [Blendswap](http://www.blendswap.com/blends/view/67726).
-
-(##) Cloud
-
-![White cloud](images/cloud/cloud.png height="200px")
-
-![Smoky cloud](images/cloud/smoke.png height="200px")
-
-[cloud](cloud): One scene with a bright white cloud, showing the effect of
-multiple scattering in participating media, and another, with the same
-volume density but with much more absorption, leading to a much darker
-cloud.  The two images show the difference between highly-scattering and
-highly-absorptive media.
-
-Smoke dataset courtesy Duc Nguyen and Ron Fedkiw.  Skylight
-environment map courtesy Nolan Goodnight.
-
-(##) Coffee Splash
-
-![](images/coffee-splash/splash.png height="200px")
-
-[coffee-splash](coffee-splash): A splash of coffee in a cup with a spoon,
-rendered using a complex simulated BRDF for the cup and saucer, and
-multiple scattering in participating media inside the splash.
-
-Scene thanks to "guismo";
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.  Downloaded
-from [Blendswap](http://www.blendswap.com/blends/view/56136). Environment
-thanks to [Bernhard Vogl](http://dativ.at/lightprobes/index.html).
-
-(##) Contemporary Bathroom
-
-![](images/contemporary-bathroom/contemporary-bathroom.png height="200px")
-
-[contemporary-bathroom](contemporary-bathroom): Another contemporary
-bathroom scene. This scene is quite challenging to render without visible
-noise: specular light transport by the large mirror and the 
-very small area light sources surrounded by glass in the light bulbs are
-difficult to render efficiently.
-
-Scene thanks to [Mareck](http://www.studios-cad.fr/galerie.html),
-[CC-Zero](https://creativecommons.org/publicdomain/zero/1.0/) (public
-domain) license.  "contemporary_china" texture used for wallpaper thanks to
-[Adam Charlts](http://subtlepatterns.com/contemporary-china/); texture
-contrast was increased for the render. "American_walnut_pxr128" wood
-texture courtesy [Pixar Animation
-studios](https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html),
-[CC-BY](https://creativecommons.org/licenses/by/4.0/) license. Abstract
-print seen in mirror based on a smoke photograph by [Vanessa
-Pike-Russell](https://www.flickr.com/photos/lilcrabbygal/),
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license; the photo
-was inverted and contrast was adjusted for rendering.  Hurricane image used
-for photo on wall courtesy [NASA Goddard Space Flight
-Center](https://www.flickr.com/photos/gsfc),
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.
-
-(##) Crown
-
-![](images/crown/crown.png height="200px")
-
-[crown](crown): Detailed model of the Austrian Imperial Crown, featuring an
-accurate reflection model for the gold metal surfaces, and many gems that
-refract light passing through them.
-
-This amazing model was created by Martin Lubich (http://www.loramel.net/).
-
-(##) Dam Break
-
-![](images/dambreak/dambreak0.png height="200px")
-![](images/dambreak/dambreak1.png height="200px")
-
-[dambreak](dambreak): two frames of a fluid simlulation from [Yining Karl
-Li](http://www.yiningkarlli.com)'s nifty [Ariel fluid
-simulator](http://www.yiningkarlli.com/projects/arielflip.html).
-
-(##) Dragon
-
-![](images/dragon/f9-3.png height="200px")
-
-[dragon](dragon): A scanned dragon model rendered with many different materials,
-showing off the visual differences between them.
-
-Dragon model courtesy Christian Schüller.  Environment map 
-thanks to [Bernhard Vogl](http://dativ.at/lightprobes/index.html).
-
-(##) Ecosystem
-
-![](images/ecosys/ecosys.png height="200px")
-
-[ecosys](ecosys): Fairly complex outdoor scene with many plants and trees,
-illuminated by an environment map. This scene was used for the cover image
-for the first edition of _Physically Based Rendering_.
-
-Scene from Deussen et al., [Realistic modeling and rendering of plant
-ecosystems](http://dl.acm.org/citation.cfm?id=280898).
-
-(##) Figures
-
-[figures](figures): A variety of fairly simple scenes used for figures in the book.
-
-(##) Ganesha
-
-![](images/ganesha/ganesha.png height="200px")
-
-[ganesha](ganesha): Very detailed scan of a small statue with over 4.3
-million triangles, illuminated by a few area light sources.
-
-Model scanned by Wenzel Jakob.
-
-(##) Hair
-
-![Curly hair](images/hair/curly-hair.png height="200px")
-
-![Straight hair](images/hair/straight-hair.png height="200px")
-
-[hair](hair): Hair geometry to show off the hair scattering model now
-available in pbrt, as described in [The Implementation of a
-Hair Scattering Model](http://pbrt.org/hair.pdf).
-
-Many thanks to [Cem Yuskel](http://www.cemyuksel.com/) for the hair
-geometry, which is licensed under a "no commercial use" license.
-
-(##) Head
-
-![](images/head/head.png height="200px")
-
-[head](head): Human head model with a realistic BSSRDF, showing the effect of
-subsurface scattering.
-
-Model thanks to Infinite Realities, Inc.,
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.  Environment
-map thanks to [USC-ICT light probe image
-gallery](http://gl.ict.usc.edu/Data/HighResProbes/).
-
-(##) Killeroo
-
-![](images/killeroos/killeroo-gold.png height="200px")
-
-[killeroos](killeroos): The classic "killeroo" model, in a variety of settings.
-
-Thanks to [headus](http://www.headus.com/au)/Rezard for the model.
-
-(##) Landscape
-
-![](images/landscape/view-0.png height="200px")
-
-![](images/landscape/view-1.png height="200px")
-
-![](images/landscape/view-2.png height="200px")
-
-![](images/landscape/view-3.png height="200px")
-
-[landscape](landscape): Very complex realistic outdoor landscape scene,
-featuring 23,241 unique plant models.  Thanks to object instancing, the
-scene has a total geometric complexity of 3.1 billion triangles, even
-though only 24 million triangles need to be stored in memory. `view-0.pbrt`
-is the cover image of the third edition of the _Physically Based Rendering_
-book.
-
-Many thanks to Jan-Walter Schliep, Burak Kahraman, and Timm
-Dapper from [Laubwerk](http://www.laubwerk.com) for this amazing scene.
-
-(##) LTE Orb
-
-![Rough glass around gold](images/lte-orb/lte-orb-roughglass.png height="200px")
-
-![Silver around diffuse](images/lte-orb/lte-orb-silver.png height="200px")
-
-[lte-orb](lte-orb): Spherical orb with an inset spherical object. The
-geometric structure of the shapes involved provides a useful tool for
-visualizing the appearance of various materials.
-
-Thanks to Yasutoshi Mori (@MirageYM) for this model;
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.
-
-(##) Measure One
-
-![](images/measure-one/frame25.png height="200px")
-
-![](images/measure-one/frame380.png height="200px")
-
-[measure-one](measure-one): A number of frames converted from Beeple's
-amazing [Zero-Day](https://vimeo.com/140163198) animation. Converted from
-Cinema4D files downloaded from [Beeple's
-website](http://www.beeple-crap.com/resources.php). (Note that the original
-materials and lighting is much better--improvements to our conversion 
-gratefully received!)
-
-[License]((http://beeple-crap.com/resources.php):
-"These files are available under a sort of "open source" concept. They are
-intended for educational use but really can be used for whatever the fuck
-you want. You don't need to credit me for whatever commercial or
-non-commercial use you make of them, but if you could shout me a holla with
-any project that do come from them, I'd love to see it :)"
-
-(##) PBRT Book
-
-![](images/pbrt-book/book.png height="200px")
-
-[pbrt-book](pbrt-book): A realistic model of the second edition of the _Physically
-Based Rendering_ book.
-
-Thanks to Karl Li (@yiningkarlli) for this fun model.
-
-(##) San Miguel
-
-![](images/sanmiguel/sanmiguel.png height="200px")
-
-[sanmiguel](sanmiguel): A complex model inspired by a hotel in San Miguel de
-Allende, Mexico.
-
-Thanks to Guillermo M. Leal Llaguno for this excellent scene.
-
-(##) Simple
-
-![](images/simple/anim-bluespheres.png height="200px")
-
-[simple](simple): A variety of relatively simple scenes.
-
-(##) Smoke Plume
-
-![](images/smoke-plume/plume-084.png height="200px")
-
-![](images/smoke-plume/plume-184.png height="200px")
-
-![](images/smoke-plume/plume-284.png height="200px")
-
-A few renderings of a smoke simulation around an obstacle using volume data
-generated using the simulator published with Kim et al.'s [Wavelet
-Turbulence for Fluid Simulation](https://www.cs.cornell.edu/~tedkim/wturb/)
-paper.
-
-(##) Sportscar
-
-![](images/sportscar/sportscar.png height="200px")
-
-[sportscar](sportscar): Sportscar model, in a variety of illumination settings,
-showing off the substantial differences in overall visual appearance that
-result.
-
-Excellent model and pbrt conversion courtesy of Yasutoshi Mori (@MirageYM);
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license.  Skylight
-environment maps courtesy Nolan Goodnight.
-
-(##) SSS Dragon
-
-![](images/sssdragon/dragon_10.png height="200px")
-
-[sssdragon](sssdragon): Dragon model rendered with subsurface scattering,
-where multiple scene description files show the visual effect of changing
-the density of the scattering medium.
-
-Dragon model courtesy [Stanford Computer Graphics
-Laboratory](http://graphics.stanford.edu/data/3Dscanrep/).  Environment map
-thanks to [Bernhard Vogl](http://dativ.at/lightprobes/index.html).
-
-(##) StructureSynth
-
-![](images/structuresynth/arcsphere.png height="200px")
-
-[structuresynth](structuresynth): A few interesting procedural scenes scenes converted
-from [Structure Synth](http://structuresynth.sourceforge.net) into
-`pbrt`'s format.
-
-Environment map thanks to [USC-ICT light probe image
-gallery](http://gl.ict.usc.edu/Data/HighResProbes/).
-
-(##) Transparent Machines
-
-![](images/transparent-machines/frame888.png height="200px")
-
-![](images/transparent-machines/frame542.png height="200px")
-
-[transparent-machines](transparent-machines): A variety of highly detailed
-glass shapes illuminated by skylight. For good results, upwards of 64 ray
-bounces are required.
-
-Models from frames of [@beeple](http://beeple-crap.com)'s amazing
-[Transparent Machines
-video](https://vimeo.com/78716671). [License]((http://beeple-crap.com/resources.php):
-"These files are available under a sort of "open source" concept. They are
-intended for educational use but really can be used for whatever the fuck
-you want. You don't need to credit me for whatever commercial or
-non-commercial use you make of them, but if you could shout me a holla with
-any project that do come from them, I'd love to see it :)"
-
-(##) TT Car
-
-![](images/tt/tt.png height="200px")
-
-[tt](tt): Audi TT car model.
-
-Thanks for Marko Dabrovic and Mihovil Odak for the car model.  Environment
-map thanks to [USC-ICT light probe image
-gallery](http://gl.ict.usc.edu/Data/HighResProbes/).
-
-(##) Veach Bidir
-
-![](images/veach-bidir/bidir.png height="200px")
-
-[veach-bidir](veach-bidir): A version of a classic scene with a variety of complex
-types of light transport developed by Eric Veach to show the value of
-bidirectional path tracing.
-
-(##) Veach MIS
-
-![](images/veach-mis/f14-13-mi.png height="200px")
-
-[veach-mis](veach-mis): Another scene based on one by Eric Veach, this one showing
-off the benefit of multiple importance sampling when rendering surfaces
-of varying glossiness illuminated by light sources of various sizes.
-
-(##) Villa
-
-![](images/villa/villa-daylight.png height="200px")
-
-[villa](villa): Modern indoor environment. The `villa-daylight.pbrt` version is
-particularly tricky to render, as all of the indoor lighting comes via
-specular paths from the outside through the windows.
-
-Many thanks to Florent Boyer for this scene.  Skylight environment
-map courtesy Nolan Goodnight.
-
-(##) VW Van
-
-![](images/vw-van/vw-van.png height="200px")
-
-[vw-van](vw-van): Volkswagen Van, illuminated by a HDR environment map.
-
-Model courtesy of
-[Greyscalegorilla](https://greyscalegorilla.com/gsg-free-model-pack-for-cinema-4d/),
-exported from Cinema4D using the [Cinema4D pbrt
-exporter](https://github.com/mmp/pbrt-v3/tree/master/exporters/cinema4d).
-
-(##) Volume Caustic
-
-![](images/volume-caustic/caustic.png height="200px")
-
-[volume-caustic](volume-caustic): A glass sphere in participating media, showing off a
-volumetric caustic--light being focused in the scattering medium after
-passing through the sphere.
-
-(##) White Room
-
-![](images/white-room/whiteroom-daytime.png height="200px")
-
-![](images/white-room/whiteroom-night.png height="200px")
-
-[white-room](white-room): Interior scene, with two illumination
-configurations. The daytime variant is primarily illuminated by light
-coming through the windows from the outdoors, while the nighttime version
-is illuminated by the two lights in the scene.
-
-Scene thanks to Jay Hardy,
-[CC-BY](https://creativecommons.org/licenses/by/2.0/) license. Downloaded
-from [Blendswap](http://www.blendswap.com/blends/view/41683).
-
-(##) Yeah Right
-
-![](images/yeahright/yeahright.png height="200px")
-
-[yeahright](yeahright): An unusual and intricate form on a glossy plate.
-
-"Interesting" shape generated by [Keenan
-Crane](http://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/).
-Environment map thanks to [USC-ICT light probe image
-gallery](http://gl.ict.usc.edu/Data/HighResProbes/).
-
-(##) WIP
-
-[wip](wip): This directory has a few scenes that aren't quite ready;
-renderings don't yet look great, parameters need tuning, etc. We'll try
-to get to this eventually, or if you're able to get them in good shape,
-please submit an update (see the following).
-
-<!-- Markdeep: --><style class="fallback">body{visibility:hidden;}</style><script src="html/markdeep.min.js"></script>

+ 51 - 51
README.md

@@ -31,61 +31,61 @@ system.
 
 # Scenes and synthesis images
 
-All synthesis images generated are of size `1000 x 1000` and saved into `.rawls` format for each sample estimated.
+All synthesis images generated are of size `1920 x 1080` and saved into `.rawls` format for each sample estimated.
 
 | Scene folder            | Filename                         | Integrator | Sampler | Samples    | Generated |
 |-------------------------|----------------------------------|------------|---------|------------|-----------|
 | `barcelona-pavilion`    | `p3d_pavilion-day.pbrt`          | path       | random  | 1 to 10000 |  ✅       |
-| `barcelona-pavilion`    | `p3d_pavilion-night.pbrt`        | path       | random  | 1 to 10000 |         |
-| `bathroom`              | `p3d_bathroom.pbrt`              | path       | random  | 1 to 10000 |  ❌       |
-| `bedroom`               | `p3d_bedroom.pbrt`               | path       | random  | 1 to 10000 |         |
-| `bmw-m6`                | `p3d_bmw-m6.pbrt`                | path       | random  | 1 to 10000 |         |
-| `breakfast`             | `p3d_breakfast.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `bunny-fur`             | `p3d_bunny-fur.pbrt`             | path       | random  | 1 to 10000 |         |
-| `car2`                  | `p3d_car2.pbrt`                  | path       | random  | 1 to 10000 |         |
-| `chopper-titan`         | `p3d_chopper-titan.pbrt`         | path       | random  | 1 to 10000 |         |
-| `classroom`             | `p3d_classroom.pbrt`             | path       | random  | 1 to 10000 |         |
-| `coffee-splash`         | `p3d_splash.pbrt`                | bdpt       | random  | 1 to 10000 |  ❌       |
-| `contemporary-bathroom` | `p3d_contemporary-bathroom.pbrt` | path       | random  | 1 to 10000 |  ❌       |
-| `crown`                 | `p3d_crown.pbrt`                 | path       | random  | 1 to 10000 |         |
-| `dining-room`           | `p3d_dining-room.pbrt`           | path       | random  | 1 to 10000 |         |
-| `dragon`                | `p3d_dragon.pbrt`                | path       | random  | 1 to 10000 |         |
-| `ecosys`                | `p3d_ecosys.pbrt`                | path       | random  | 1 to 10000 |         |
-| `ganesha`               | `p3d_ganesha.pbrt`               | path       | random  | 1 to 10000 |  ❌       |
-| `glass`                 | `p3d_glass.pbrt`                 | volpath    | random  | 1 to 10000 |         |
-| `glass-of-water`        | `p3d_glass-of-water.pbrt`        | path       | random  | 1 to 10000 |  ❌       |
-| `kitchen`               | `p3d_kitchen.pbrt`               | path       | random  | 1 to 10000 |  ❌       |
-| `lamp`                  | `p3d_lamp.pbrt`                  | path       | random  | 1 to 10000 |  ❌       |
-| `landscape`             | `p3d_view0.pbrt`                 | path       | random  | 1 to 10000 |  ❌       |
-| `landscape`             | `p3d_view1.pbrt`                 | path       | random  | 1 to 10000 |  ❌       |
-| `landscape`             | `p3d_view2.pbrt`                 | path       | random  | 1 to 10000 |  ❌       |
-| `landscape`             | `p3d_view3.pbrt`                 | path       | random  | 1 to 10000 |  ❌       |
-| `landscape`             | `p3d_view4.pbrt`                 | path       | random  | 1 to 10000 |  ❌       |
-| `living-room`           | `p3d_living-room.pbrt`           | path       | random  | 1 to 10000 |  ❌       |
-| `living-room-2`         | `p3d_living-room-2.pbrt`         | path       | random  | 1 to 10000 |  ❌       |
-| `living-room-3`         | `p3d_living-room-3.pbrt`         | bdpt       | random  | 1 to 10000 |  ❌       |
-| `sanmiguel`             | `p3d_sanmiguel.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `sanmiguel`             | `p3d_sanmiguel_cam1.pbrt`        | path       | random  | 1 to 10000 |  ❌       |
-| `sanmiguel`             | `p3d_sanmiguel_cam3.pbrt`        | path       | random  | 1 to 10000 |  ❌       |
-| `sanmiguel`             | `p3d_sanmiguel_cam18.pbrt`       | path       | random  | 1 to 10000 |  ❌       |
-| `spaceship`             | `p3d_spaceship.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `sportscar`             | `p3d_sportscar.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `sssdragon`             | `p3d_dragon_250.pbrt`            | path       | random  | 1 to 10000 |  ❌       |
-| `staircase`             | `p3d_staicase.pbrt`              | path       | random  | 1 to 10000 |  ❌       |
-| `staircase2`            | `p3d_staicase2.pbrt`             | bdpt       | random  | 1 to 10000 |  ❌       |
-| `structuresynth`        | `p3d_arcsphere.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `tt`                    | `p3d_tt.pbrt`                    | path       | random  | 1 to 10000 |  ❌       |
-| `tungsten-veach-bidir`  | `p3d_veach-bidir.pbrt`           | path       | random  | 1 to 10000 |  ❌       |
-| `tungsten-veach-mis`    | `p3d_veach-mis.pbrt`             | path       | random  | 1 to 10000 |  ❌       |
-| `veach-ajar`            | `p3d_veach-ajar.pbrt`            | path       | random  | 1 to 10000 |  ❌       |
-| `veach-bidir`           | `p3d_veach-bidir.pbrt`           | path       | random  | 1 to 10000 |  ❌       |
-| `villa`                 | `p3d_villa-daylight.pbrt`        | path       | random  | 1 to 10000 |  ❌       |
-| `volume-caustic`        | `p3d_caustic.pbrt`               | bdpt       | random  | 1 to 10000 |  ❌       |
-| `vw-van`                | `p3d_vw-van.pbrt`                | path       | random  | 1 to 10000 |  ❌       |
-| `water-caustic`         | `p3d_water-caustic.pbrt`         | path       | random  | 1 to 10000 |  ❌       |
-| `white-room`            | `p3d_whiteroom-daytime.pbrt`     | path       | random  | 1 to 10000 |  ❌       |
-| `white-room`            | `p3d_whiteroom-night.pbrt`       | path       | random  | 1 to 10000 |  ❌       |
-
+| `barcelona-pavilion`    | `p3d_pavilion-night.pbrt`        | path       | random  | 1 to 10000 |         |
+| `bathroom`              | `p3d_bathroom.pbrt`              | path       | random  | 1 to 10000 |  ❌        |
+| `bedroom`               | `p3d_bedroom.pbrt`               | path       | random  | 1 to 10000 |         |
+| `bmw-m6`                | `p3d_bmw-m6.pbrt`                | path       | random  | 1 to 10000 |         |
+| `breakfast`             | `p3d_breakfast.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `bunny-fur`             | `p3d_bunny-fur.pbrt`             | path       | random  | 1 to 10000 |         |
+| `car2`                  | `p3d_car2.pbrt`                  | path       | random  | 1 to 10000 |         |
+| `chopper-titan`         | `p3d_chopper-titan.pbrt`         | path       | random  | 1 to 10000 |         |
+| `classroom`             | `p3d_classroom.pbrt`             | path       | random  | 1 to 10000 |         |
+| `coffee-splash`         | `p3d_splash.pbrt`                | volpath    | random  | 1 to 10000 |  ❌        |
+| `contemporary-bathroom` | `p3d_contemporary-bathroom.pbrt` | path       | random  | 1 to 10000 |  ❌        |
+| `crown`                 | `p3d_crown.pbrt`                 | path       | random  | 1 to 10000 |         |
+| `dining-room`           | `p3d_dining-room.pbrt`           | path       | random  | 1 to 10000 |         |
+| `dragon`                | `p3d_dragon.pbrt`                | path       | random  | 1 to 10000 |         |
+| `ecosys`                | `p3d_ecosys.pbrt`                | path       | random  | 1 to 10000 |         |
+| `ganesha`               | `p3d_ganesha.pbrt`               | path       | random  | 1 to 10000 |  ❌        |
+| `glass`                 | `p3d_glass.pbrt`                 | volpath    | random  | 1 to 10000 |         |
+| `glass-of-water`        | `p3d_glass-of-water.pbrt`        | path       | random  | 1 to 10000 |  ❌        |
+| `kitchen`               | `p3d_kitchen.pbrt`               | path       | random  | 1 to 10000 |  ❌        |
+| `lamp`                  | `p3d_lamp.pbrt`                  | path       | random  | 1 to 10000 |  ❌        |
+| `landscape`             | `p3d_view0.pbrt`                 | path       | random  | 1 to 10000 |  ❌        |
+| `landscape`             | `p3d_view1.pbrt`                 | path       | random  | 1 to 10000 |  ❌        |
+| `landscape`             | `p3d_view2.pbrt`                 | path       | random  | 1 to 10000 |  ❌        |
+| `landscape`             | `p3d_view3.pbrt`                 | path       | random  | 1 to 10000 |  ❌        |
+| `landscape`             | `p3d_view4.pbrt`                 | path       | random  | 1 to 10000 |  ❌        |
+| `living-room`           | `p3d_living-room.pbrt`           | path       | random  | 1 to 10000 |  ❌        |
+| `living-room-2`         | `p3d_living-room-2.pbrt`         | path       | random  | 1 to 10000 |  ❌        |
+| `living-room-3`         | `p3d_living-room-3.pbrt`         | volpath    | random  | 1 to 10000 |  ❌        |
+| `sanmiguel`             | `p3d_sanmiguel.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `sanmiguel`             | `p3d_sanmiguel_cam1.pbrt`        | path       | random  | 1 to 10000 |  ❌        |
+| `sanmiguel`             | `p3d_sanmiguel_cam3.pbrt`        | path       | random  | 1 to 10000 |  ❌        |
+| `sanmiguel`             | `p3d_sanmiguel_cam18.pbrt`       | path       | random  | 1 to 10000 |  ❌        |
+| `spaceship`             | `p3d_spaceship.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `sportscar`             | `p3d_sportscar.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `sssdragon`             | `p3d_dragon_250.pbrt`            | path       | random  | 1 to 10000 |  ❌        |
+| `staircase`             | `p3d_staicase.pbrt`              | path       | random  | 1 to 10000 |  ❌        |
+| `staircase2`            | `p3d_staicase2.pbrt`             | bdpt       | random  | 1 to 10000 |  ❌        |
+| `structuresynth`        | `p3d_arcsphere.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `tt`                    | `p3d_tt.pbrt`                    | path       | random  | 1 to 10000 |  ❌        |
+| `tungsten-veach-bidir`  | `p3d_veach-bidir.pbrt`           | path       | random  | 1 to 10000 |  ❌        |
+| `tungsten-veach-mis`    | `p3d_veach-mis.pbrt`             | path       | random  | 1 to 10000 |  ❌        |
+| `veach-ajar`            | `p3d_veach-ajar.pbrt`            | path       | random  | 1 to 10000 |  ❌        |
+| `veach-bidir`           | `p3d_veach-bidir.pbrt`           | path       | random  | 1 to 10000 |  ❌        |
+| `villa`                 | `p3d_villa-daylight.pbrt`        | path       | random  | 1 to 10000 |  ❌        |
+| `volume-caustic`        | `p3d_caustic.pbrt`               | volpath    | random  | 1 to 10000 |  ❌        |
+| `vw-van`                | `p3d_vw-van.pbrt`                | path       | random  | 1 to 10000 |  ❌        |
+| `water-caustic`         | `p3d_water-caustic.pbrt`         | path       | random  | 1 to 10000 |  ❌        |
+| `white-room`            | `p3d_whiteroom-daytime.pbrt`     | path       | random  | 1 to 10000 |  ❌        |
+| `white-room`            | `p3d_whiteroom-night.pbrt`       | path       | random  | 1 to 10000 |  ❌        |
+ 
 # Usefull scripts
 
 - `change_ext_pbrt.py`: change extension of output image into `pbrt` file.

+ 1 - 1
car2/p3d_car2.pbrt

@@ -13,7 +13,7 @@ Film "image"
 LookAt -8.83707046508789 8.837699890136719 14.620699882507324
 		-1.8855600357055664 1.7409499883651733 2.2357900142669678
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 35.0 ]
+Camera "perspective" "float fov" [ 25.0 ]
 
 WorldBegin
 	MakeNamedMaterial "CarPaint" "string type" [ "substrate" ] "rgb Ks" [ 0.017013 0.017013 0.017013 ] "rgb Kd" [ 0.020939 0.072837 0.003349 ] "bool remaproughness" [ "false" ] "float uroughness" [ 0.001000 ] "float vroughness" [ 0.001000 ] 

+ 2 - 2
chopper-titan/p3d_chopper-titan.pbrt

@@ -6,8 +6,8 @@ Film "image"
 	"float maxsampleluminance" 20
 
 Scale -1 1 1
-LookAt -3 1.5 -10   2 1 20  0 1 0
-Camera "perspective" "float fov" 70
+LookAt 0 6 -20  -2.9 0 0  0 1 0
+Camera "perspective" "float fov" 20
 
 Sampler "random" "integer pixelsamples" [ 64 ]
 Integrator "path" "integer maxdepth" [ 65 ]

+ 2 - 3
coffee-splash/p3d_splash.pbrt

@@ -1,12 +1,11 @@
-
 LookAt -4.082462 -26.445557 7.488438 -3.408813 -21.135092 5.562232 0.307266 1.902535 5.352667
 
 Sampler "random" "integer pixelsamples" [ 64 ]
-Integrator "bdpt" "integer maxdepth" [ 65 ]
+Integrator "volpath" "integer maxdepth" [ 65 ]
 
 Camera "perspective"
 #	"float fov" [39.146252510876771]
-	"float fov" [50.146252510876771]
+	"float fov" [42.146252510876771]
 
 Film "image"
 	"integer xresolution" 1920

+ 2 - 2
crown/p3d_crown.pbrt

@@ -7,8 +7,8 @@ Film "image"
 # imgtool convert -bloomlevel 1 crown.exr crown.png 
 
 # Rotate 1 0 0 1 # slight lean left to even out
-LookAt 0 5.5 24   0 11 -10  0 1 0
-Camera "perspective" "float fov" 60
+LookAt 0 14 25   0 6 -10  0 1 0
+Camera "perspective" "float fov" 55
   "float focaldistance" 17 "float lensradius" .3
 
 Sampler "random" "integer pixelsamples" [ 64 ]

+ 3 - 3
glass-of-water/p3d_glass-of-water.pbrt

@@ -9,10 +9,10 @@ Film "image"
 	"string filename" [ "p3d_glass-of-water.rawls" ]
 #Camera "perspective" "float fov" [ 20.114292 ] 
 
-LookAt -0.08935849368572235 2.694121837615967 25.672550201416016
-		0.006514795124530792 3.1010689735412598 0.010185359977185726
+LookAt -0.08935849368572235 4.894121837615967 25.672550201416016
+		0.006514795124530792 4.1010689735412598 0.010185359977185726
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 35.0 ]
+Camera "perspective" "float fov" [ 27.0 ]
 
 WorldBegin
 	MakeNamedMaterial "Backdrop" "string type" [ "metal" ] "rgb eta" [ 4.277513 3.513154 2.761126 ] "rgb k" [ 3.491184 2.889358 3.111696 ] "bool remaproughness" [ "false" ] "float uroughness" [ 0.100000 ] "float vroughness" [ 0.100000 ] 

+ 1 - 1
lamp/p3d_lamp.pbrt

@@ -9,7 +9,7 @@ Film "image"
 	"string filename" [ "p3d_lamp.rawls" ]
 #Camera "perspective" "float fov" [ 35.000000 ] 
 
-LookAt 7.755990982055664 5.06797981262207 -6.643479347229004
+LookAt 10.755990982055664 5.06797981262207 -6.643479347229004
 		0.23844000697135925 2.568779945373535 1.3909900188446045
 		0.0 1.0 0.0
 Camera "perspective" "float fov" [ 35.0 ]

+ 1 - 1
living-room-2/p3d_living-room-2.pbrt

@@ -12,7 +12,7 @@ Film "image"
 LookAt 2.2500898838043213 1.3117071390151978 6.178715705871582
 		0.022981081157922745 1.123810887336731 1.5617315769195557
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 90.0 ]
+Camera "perspective" "float fov" [ 72.0 ]
 
 WorldBegin
 	Texture "Texture01" "spectrum" "imagemap" "string filename" [ "textures/radio-dial-idea.tga" ] "bool trilinear" [ "true" ] 

+ 2 - 2
living-room-3/p3d_living-room-3.pbrt

@@ -1,4 +1,4 @@
-Integrator "bdpt" "integer maxdepth" [ 65 ]
+Integrator "volpath" "integer maxdepth" [ 65 ]
 #Transform [ -0.89903 -0.0125668 -0.437707 -0 9.31322e-010 0.999588 -0.0286988 -0 -0.437887 0.0258011 0.89866 -0 -2.02491 -0.880071 4.81711 1]
 
 Sampler "random" "integer pixelsamples" [ 64 ]
@@ -12,7 +12,7 @@ Film "image"
 LookAt 0.27696168422698975 1.0179537534713745 -5.1929192543029785
 		-1.6046379804611206 0.894584059715271 -1.3297884464263916
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 50.0 ]
+Camera "perspective" "float fov" [ 40.0 ]
 
 WorldBegin
 	Texture "Texture01" "spectrum" "imagemap" "string filename" [ "textures/Abstract.tga" ] "bool trilinear" [ "true" ] 

+ 1 - 1
living-room/p3d_living-room.pbrt

@@ -12,7 +12,7 @@ Film "image"
 LookAt 5.105184555053711 0.7310651540756226 -2.3178906440734863
 		1.452592134475708 1.0136401653289795 -1.3172874450683594
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 90.0 ]
+Camera "perspective" "float fov" [ 80.0 ]
 
 WorldBegin
 	Texture "Texture01" "spectrum" "imagemap" "string filename" [ "textures/wood.tga" ] "bool trilinear" [ "true" ] 

+ 3 - 3
spaceship/p3d_spaceship.pbrt

@@ -9,10 +9,10 @@ Film "image"
 	"string filename" [ "p3d_spaceship.rawls" ]
 #Camera "perspective" "float fov" [ 35.983398 ] 
 
-LookAt -0.5196635723114014 0.8170070052146912 3.824389696121216
-		-0.0668703019618988 0.6448959708213806 0.5292789936065674
+LookAt -2.5196635723114014 3.8170070052146912 3.824389696121216
+		-0.0668703019618988 0.8448959708213806 0.5292789936065674
 		0.0 1.0 0.0
-Camera "perspective" "float fov" [ 60.0 ]
+Camera "perspective" "float fov" [ 30.0 ]
 
 WorldBegin
 	MakeNamedMaterial "Backdrop" "string type" [ "matte" ] "rgb Kd" [ 0.100000 0.100000 0.100000 ] 

+ 1 - 1
sportscar/p3d_sportscar.pbrt

@@ -7,7 +7,7 @@ Film "image"
 #LookAt 5.733494 -2.960355 0.910164 4.846804 -2.506242 0.823198 -0.077418 0.039618 0.996211
 LookAt 5.733494 -2.960355 3.410164 4.846804 -2.506242 2.923198 -0.077418 0.039618 0.996211
 #Camera "perspective" "float fov" [24]
-Camera "perspective" "float fov" [40.0]
+Camera "perspective" "float fov" [35.0]
 
 Sampler "random" "integer pixelsamples" [ 64 ]
 Integrator "path" "integer maxdepth" [ 65 ]

+ 1 - 1
sssdragon/p3d_dragon_250.pbrt

@@ -11,7 +11,7 @@ Film "image"
 Scale -1 1 1
 LookAt 3.69558 -3.46243 3.25463 3.04072 -2.85176 2.80939 -0.317366 0.312466 0.895346
 #Camera "perspective" "float fov" [28.8415038750464]
-Camera "perspective" "float fov"  [40.0]
+Camera "perspective" "float fov"  [32.0]
 
 WorldBegin
 AttributeBegin

+ 1 - 1
staircase2/p3d_staircase2.pbrt

@@ -1,4 +1,4 @@
-Integrator "bdpt" "integer maxdepth" [ 65 ]
+Integrator "volpath" "integer maxdepth" [ 65 ]
 #Transform [ 0.435523 -4.21474e-008 -0.900177 -0 -0 1 -4.68212e-008 -0 -0.900177 -2.03917e-008 -0.435524 -0 -0.711083 -1.65163 7.33425 1]
 
 Sampler "random" "integer pixelsamples" [ 64 ]

+ 1 - 1
tt/p3d_tt.pbrt

@@ -3,7 +3,7 @@ Film "image"
 	"integer xresolution" 1920
 	"integer yresolution" 1080
         "string filename" [ "p3d_tt.rawls" ] 
-LookAt -2 2 2
+LookAt -2 2 3
         1.79999995 -0.150000006 0.649999976
         0 0 1
 Camera "perspective" 

+ 0 - 10
tungsten_veach-bidir/LICENSE.txt

@@ -1,10 +0,0 @@
-This is the pbrt-v3 version of 'Veach, Bidir Room' by Benedikt Bitterli, downloaded from https://benedikt-bitterli.me/resources/
-
-The original file may be obtained here: https://benedikt-bitterli.me/resources
-
-This scene was released under a CC0 license and is in the public domain.
-It may be copied, modified and used commercially, without permission or
-attribution. However, crediting the artist is encouraged.
-
-For more information about the license, please see
-https://creativecommons.org/publicdomain/zero/1.0/

BIN
tungsten_veach-bidir/models/Mesh000.ply


BIN
tungsten_veach-bidir/models/Mesh001.ply


BIN
tungsten_veach-bidir/models/Mesh002.ply


BIN
tungsten_veach-bidir/models/Mesh003.ply


BIN
tungsten_veach-bidir/models/Mesh004.ply


BIN
tungsten_veach-bidir/models/Mesh005.ply


BIN
tungsten_veach-bidir/models/Mesh006.ply


BIN
tungsten_veach-bidir/models/Mesh007.ply


BIN
tungsten_veach-bidir/models/Mesh008.ply


BIN
tungsten_veach-bidir/models/Mesh009.ply


BIN
tungsten_veach-bidir/models/Mesh010.ply


BIN
tungsten_veach-bidir/models/Mesh011.ply


+ 0 - 50
tungsten_veach-bidir/p3d_veach-bidir.pbrt

@@ -1,50 +0,0 @@
-Integrator "path" "integer maxdepth" [ 65 ]
-#Transform [ 0.00502469 -0.00467005 -0.999977 -0 -0 0.999989 -0.00467011 -0 -0.999987 -2.33837e-005 -0.00500703 -0 -0.0699916 -3.9759 16.2341 1]
-
-Sampler "random" "integer pixelsamples" [ 64 ]
-PixelFilter "triangle" "float xwidth" [ 1.000000 ] "float ywidth" [ 1.000000 ] 
-Film "image" 
-	"integer xresolution" 1920
-	"integer yresolution" 1080
-	"string filename" [ "p3d_tungsten_veach-bidir.rawls" ]
-#Camera "perspective" "float fov" [ 35.000000 ] 
-
-LookAt 16.2155 4.05167 0.0114864
-		-0.843684 3.972 -0.0742318
-		0 1 0
-Camera "perspective" "float fov" [ 35 ]
-
-WorldBegin
-	MakeNamedMaterial "Diffuse" "string type" [ "matte" ] "rgb Kd" [ 0.500000 0.500000 0.500000 ] 
-	MakeNamedMaterial "Glass" "string type" [ "glass" ] "float index" [ 1.500000 ] "bool remaproughness" [ "false" ] 
-	MakeNamedMaterial "Lamp" "string type" [ "metal" ] "rgb eta" [ 2.865601 2.119182 1.940077 ] "rgb k" [ 3.032326 2.056108 1.616293 ] "bool remaproughness" [ "false" ] "float uroughness" [ 0.250000 ] "float vroughness" [ 0.250000 ] 
-	MakeNamedMaterial "Wood" "string type" [ "matte" ] "rgb Kd" [ 0.329630 0.257976 0.150292 ] 
-	NamedMaterial "Lamp" 
-	Shape "plymesh" "string filename" [ "models/Mesh007.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh004.ply" ] 
-	AttributeBegin
-		AreaLightSource "diffuse" "rgb L" [ 523.257812 523.257812 523.257812 ] 
-		Shape "trianglemesh" "integer indices" [ 0 1 2 0 2 3 ] "point P" [ -2.75736 6 2.31365 -2.75736 6 2.86515 -2.20586 6 2.86515 -2.20586 6 2.31365 ] "normal N" [ 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 ] "float uv" [ 0 0 1 0 1 1 0 1 ] 
-	AttributeEnd
-	AttributeBegin
-		AreaLightSource "diffuse" "rgb L" [ 12048.178711 8605.841797 6196.206055 ] 
-		Shape "trianglemesh" "integer indices" [ 0 1 2 0 2 3 ] "point P" [ -2.74778 5.17227 -3.73363 -2.768 5.05027 -3.7902 -2.63386 5.03607 -3.80751 -2.61364 5.15807 -3.75094 ] "normal N" [ 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 ] "float uv" [ 0 0 1 0 1 1 0 1 ] 
-	AttributeEnd
-	NamedMaterial "Lamp" 
-	Shape "plymesh" "string filename" [ "models/Mesh001.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh005.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh008.ply" ] 
-	NamedMaterial "Glass" 
-	Shape "plymesh" "string filename" [ "models/Mesh002.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh011.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh003.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh009.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh006.ply" ] 
-	NamedMaterial "Wood" 
-	Shape "plymesh" "string filename" [ "models/Mesh000.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh010.ply" ] 
-WorldEnd

+ 0 - 40
tungsten_veach-bidir/scene.pbrt

@@ -1,40 +0,0 @@
-Integrator "bdpt" "integer maxdepth" [ 7 ] 
-Transform [ 0.00502469 -0.00467005 -0.999977 -0 -0 0.999989 -0.00467011 -0 -0.999987 -2.33837e-005 -0.00500703 -0 -0.0699916 -3.9759 16.2341 1]
-Sampler "random" "integer pixelsamples" [ 64 ] 
-PixelFilter "triangle" "float xwidth" [ 1.000000 ] "float ywidth" [ 1.000000 ] 
-Film "image" "integer xresolution" [ 1024 ] "integer yresolution" [ 1024 ] "string filename" [ "veach-bidir.png" ] 
-Camera "perspective" "float fov" [ 35.000000 ] 
-WorldBegin
-	MakeNamedMaterial "Diffuse" "string type" [ "matte" ] "rgb Kd" [ 0.500000 0.500000 0.500000 ] 
-	MakeNamedMaterial "Glass" "string type" [ "glass" ] "float index" [ 1.500000 ] "bool remaproughness" [ "false" ] 
-	MakeNamedMaterial "Lamp" "string type" [ "metal" ] "rgb eta" [ 2.865601 2.119182 1.940077 ] "rgb k" [ 3.032326 2.056108 1.616293 ] "bool remaproughness" [ "false" ] "float uroughness" [ 0.250000 ] "float vroughness" [ 0.250000 ] 
-	MakeNamedMaterial "Wood" "string type" [ "matte" ] "rgb Kd" [ 0.329630 0.257976 0.150292 ] 
-	NamedMaterial "Lamp" 
-	Shape "plymesh" "string filename" [ "models/Mesh007.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh004.ply" ] 
-	AttributeBegin
-		AreaLightSource "diffuse" "rgb L" [ 523.257812 523.257812 523.257812 ] 
-		Shape "trianglemesh" "integer indices" [ 0 1 2 0 2 3 ] "point P" [ -2.75736 6 2.31365 -2.75736 6 2.86515 -2.20586 6 2.86515 -2.20586 6 2.31365 ] "normal N" [ 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 1.58516e-007 1 6.92894e-015 ] "float uv" [ 0 0 1 0 1 1 0 1 ] 
-	AttributeEnd
-	AttributeBegin
-		AreaLightSource "diffuse" "rgb L" [ 12048.178711 8605.841797 6196.206055 ] 
-		Shape "trianglemesh" "integer indices" [ 0 1 2 0 2 3 ] "point P" [ -2.74778 5.17227 -3.73363 -2.768 5.05027 -3.7902 -2.63386 5.03607 -3.80751 -2.61364 5.15807 -3.75094 ] "normal N" [ 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 0.070781 -0.429239 0.900413 ] "float uv" [ 0 0 1 0 1 1 0 1 ] 
-	AttributeEnd
-	NamedMaterial "Lamp" 
-	Shape "plymesh" "string filename" [ "models/Mesh001.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh005.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh008.ply" ] 
-	NamedMaterial "Glass" 
-	Shape "plymesh" "string filename" [ "models/Mesh002.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh011.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh003.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh009.ply" ] 
-	Shape "plymesh" "string filename" [ "models/Mesh006.ply" ] 
-	NamedMaterial "Wood" 
-	Shape "plymesh" "string filename" [ "models/Mesh000.ply" ] 
-	NamedMaterial "Diffuse" 
-	Shape "plymesh" "string filename" [ "models/Mesh010.ply" ] 
-WorldEnd

+ 1 - 1
tungsten_veach-mis/p3d_veach-mis.pbrt

@@ -9,7 +9,7 @@ Film "image"
 	"string filename" [ "p3d_tungsten_veach-mis.rawls" ]
 #Camera "perspective" "float fov" [ 20.114292 ] 
 
-LookAt 28.2792 3.5 1.23612e-06
+LookAt 28.2792 5.5 1.23612e-06
 		0 3.5 0
 		0 1 0
 Camera "perspective" "float fov" [ 35 ]

+ 1 - 1
utils/change_ext_all.sh

@@ -30,7 +30,7 @@ do
     # check if filename contains 
     if [[ "$file" == ${prefix}* ]]; then
         echo "Update image extension (.${previous} to .${new_ext}) into ${filename_fixed}"
-        python change_ext_pbrt.py --prefix ${prefix} --pbrt ${filename} --previous ${previous} --ext ${new_ext}
+        python utils/change_ext_pbrt.py --prefix ${prefix} --pbrt ${filename} --previous ${previous} --ext ${new_ext}
     fi 
   done
 done

+ 1 - 1
utils/change_integrator_all.sh

@@ -13,7 +13,7 @@ do
     # check if filename contains 
     if [[ "$file" == ${prefix}* ]]; then
         echo "Update Integrator into ${filename_fixed}"
-        python change_integrator_pbrt.py --prefix ${prefix} --pbrt ${filename_fixed}
+        python utils/change_integrator_pbrt.py --prefix ${prefix} --pbrt ${filename_fixed}
     fi 
   done
 done

+ 1 - 1
veach-ajar/p3d_veach-ajar.pbrt

@@ -12,7 +12,7 @@ Film "image"
 LookAt 4.05402 1.61647 -2.30652
 		-4.29809 1.34399 -3.4641
 		0 1 0
-Camera "perspective" "float fov" [ 60 ]
+Camera "perspective" "float fov" [ 55 ]
 
 WorldBegin
 	Texture "Texture01" "spectrum" "imagemap" "string filename" [ "textures/landscape-with-a-lake.tga" ] "bool trilinear" [ "true" ] 

+ 1 - 1
veach-bidir/p3d_bidir.pbrt

@@ -13,7 +13,7 @@ Film "image"
 
 Scale -1 1 1
 LookAt -0.223944 -6.64245 0.366128 -0.261616 -5.64477 0.309317 0.0 0.0 1.0
-Camera "perspective" "float fov" [34.156546598304615]
+Camera "perspective" "float fov" [27.3]
 
 WorldBegin
 

+ 1 - 1
volume-caustic/p3d_caustic.pbrt

@@ -8,7 +8,7 @@ Film "image"
         "string filename" [ "p3d_caustic.rawls" ] 
 
 Sampler "random" "integer pixelsamples" [ 64 ]
-Integrator "bdpt" "integer maxdepth" [ 65 ]
+Integrator "volpath" "integer maxdepth" [ 65 ]
 
 MediumInterface "" "vol"
 LookAt -0.75 0.800000012 -1.25

+ 3 - 3
water-caustic/p3d_water-caustic.pbrt

@@ -9,10 +9,10 @@ Film "image"
 	"string filename" [ "p3d_water-caustic.rawls" ]
 #Camera "perspective" "float fov" [ 19.500000 ] 
 
-LookAt -1.03263e-06 0.990944 6.83879
-		0 0.990944 3.19966e-12
+LookAt -1.03263e-06 1.990944 6.83879
+		0 1.290944 6.19966e-12
 		0 1 0
-Camera "perspective" "float fov" [ 19.5 ]
+Camera "perspective" "float fov" [ 10.5 ]
 
 WorldBegin
 	MakeNamedMaterial "LeftWall" "string type" [ "matte" ] "rgb Kd" [ 0.630000 0.065000 0.050000 ]