![Transparent Machines frame, via @beeple](images/teaser-transparent-machines.png)
This is an early release of pbrt-v4, the rendering system that will be
described in the (eventually) forthcoming fourth edition of *Physically
Based Rendering: From Theory to Implementation*. (We hope to have an
online version of the book posted in Fall of 2021 and printed books
available in 2022.)
described in the forthcoming fourth edition of *Physically Based Rendering:
From Theory to Implementation*. (We hope to have printed books available
in Spring of 2022 and there will again be a free online version of the
book.)
We are making this code available for hardy adventurers; it's not yet
extensively documented, but if you're familiar with previous versions of
extensively documented, but if you are familiar with previous versions of
pbrt, you should be able to make your away around it. Our hope is that the
system will be useful to some people in its current form and that any bugs
in the current implementation might be found now, allowing us to correct
...
...
@@ -39,7 +39,7 @@ Major changes include:
has been added.
* Tighter majorants are used for null-scattering with the `GridDensityMedium`
via a separate low-resolution grid of majorants.
*Emissive volumes are now supported.
*Both emissive volumes and volumes with RGB-valued absorption and scattering coefficients are now supported.
* Support for rendering on GPUs is available on systems that have CUDA and OptiX.
* The GPU path provides all of the functionality of the CPU-based
`VolPathIntegrator`, including volumetric scattering, subsurface
...
...
@@ -69,8 +69,7 @@ Major changes include:
* Rendering can now be performed in absolute physical units with modelling of real cameras as per [Langlands & Fascione 2020](https://github.com/wetadigital/physlight).
* And also...
* Various improvements have been made to the `Sampler` classes, including
better randomization and a new sampler that implements pmj02bn sampling ([Christensen et