|Matt Pharr 1387a0a305 Add Ganesha scene||2 years ago|
|barcelona-pavilion||2 years ago|
|ganesha||2 years ago|
|head||2 years ago|
|images||2 years ago|
|killeroos||2 years ago|
|landscape||2 years ago|
|lte-orb||2 years ago|
|pbrt-book||2 years ago|
|sanmiguel||2 years ago|
|smoke-plume||2 years ago|
|sportscar||2 years ago|
|sssdragon||2 years ago|
|transparent-machines||2 years ago|
|villa||2 years ago|
|zero-day||2 years ago|
|README.md||2 years ago|
This repository provides the following scenes for use with pbrt-v4. We will be adding more scenes in the coming weeks and would happily accept contributions of additional ones!
A model of van der Rohe's classic 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.
Human head model with a realistic BSSRDF, showing the effect of subsurface scattering.
The classic "killeroo" model, with a variety of materials and in a variety of settings.
Thanks to headus/Rezard for the model.
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.
is the cover image of the third edition of the Physically Based Rendering
Many thanks to Jan-Walter Schliep, Burak Kahraman, and Timm Dapper from Laubwerk for this amazing scene.
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.
A complex model inspired by a hotel in San Miguel de Allende, Mexico.
Thanks to Guillermo M. Leal Llaguno for this excellent scene.
A smoke simulation around an obstacle using volume data generated using the simulator published with Kim et al.'s Wavelet Turbulence for Fluid Simulation paper.
Sportscar model, where nearly every surface uses a measured BRDF from the RGL Material Database.
Dragon model rendered with subsurface scattering, where multiple scene description files show the visual effect of changing the density of the scattering medium.
A variety of detailed glass shapes illuminated by skylight. For good results, upwards of 64 ray bounces are required.
Modern indoor environment.
Many thanks to Florent Boyer for this scene.
A number of frames converted from Beeple's amazing Zero-Day animation. Converted from Cinema4D files downloaded from Beeple's website. (Note that the original materials and lighting is much better--improvements to our conversion gratefully received!)