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