3D Illustration

pbrt – physically based ray tracing system

pbrt-v4 is a physically based ray tracing system that implements modern rendering algorithms and techniques.

It is the rendering system described in the fourth edition of Physically Based Rendering: From Theory to Implementation.

This is free and open source software.

Key Features

  • Spectral rendering using point-sampled spectra.
  • Modern volumetric scattering with support for emissive volumes and RGB-valued absorption and scattering coefficients.
  • GPU rendering on systems with CUDA and OptiX.
  • Support for volumetric and subsurface scattering.
  • Physically based BxDFs and materials.
  • Accurate simulation of scattering from layered materials using Monte Carlo random walks.
  • Many-light sampling using light BVHs.
  • Solid angle sampling for triangle and quadrilateral light sources.
  • Rendering in absolute physical units with modelling of real cameras.
  • Blue noise Sobol’ sampling.
  • G-buffer output providing position, normal, albedo, and other information for each pixel.
  • Optional path regularization.
  • Progressive image display using the tev image viewer.
  • Writes images in OpenEXR, PNG, and PFM formats.

Website: github.com/mmp/pbrt-v4
Support:
Developer: Matt Pharr, Wenzel Jakob, and Greg Humphreys
License: Apache License 2.0

pbrt is written in C++. Learn C++ with our recommended free books and free tutorials.


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