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- <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>
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