Thanks a lot. Rendering and watching the images refine with *tev* is really fun!
Cheers,
Jan
On 8/19/20, Matt Pharr <
matt....@gmail.com> wrote:
> We're happy to announce that an early version of the source code to
> pbrt-v4, the version of pbrt that will accompany the forthcoming
> fourth edition of *Physically Based Rendering*, is now publicly available
> at
https://github.com/mmp/pbrt-v4. (Happy SIGGRAPH week!)
>
> This version represents a substantial revision of pbrt, with major new
> features that include:
>
> - Spectral rendering
> - State-of-the-art volumetric scattering
> - Support for GPU rendering
> - All new BxDFs and Material models, including scattering layered
> materials
> - Many other improvements and additions: many-light sampling with a
> light BVH, a bilinear patch shape, new Samplers, a g-buffer Film that
> saves
> additional information at each pixel, and much more...
>
> See the README <
https://github.com/mmp/pbrt-v4/blob/master/README.md> file
> for a full list of changes and for information about how to build the
> system and where to download example scenes.
>
> pbrt-v4 will eventually be thoroughly documented via the book, but in the
> meantime, we hope that the system will be generally understandable to
> people familiar with pbrt-v3. There is also a video walkthrough of the
> code
> <
https://www.youtube.com/watch?v=AXuk7bmhZ2g> that gives an overview of
> changes to the system's organization.
>
> == How can you help? ==
>
> We think that pbrt-v4 will be immediately useful in its own right, but part
> of why we're releasing it now is to make it possible to find bugs and make
> improvements to the system before book publication. While the major
> features of pbrt-v4 are set, we would particularly appreciate:
>
> - Bug reports: ranging from crashes to errors in pbrt's implementation,
> we'd like to hear about them. (Please use the github issue tracker
> <
https://github.com/mmp/pbrt-v4/issues>.)
> - Bug fixes: even better than a bug report is a PR with a bug fix, be it
> for a bug that you found or one from the issue tracker. In the printed
> book, we'll happily acknowledge everyone who submits bug fixes that we
> use.
> - Implementation improvements: as mentioned above, we're not adding
> major new features at this point. However, if you see a better way to
> implement something (e.g., "if you rewrote this calculation like this,
> it
> would be more numerically stable," etc.), we'd love to hear about it.
> - Improving pbrt's portability by getting it to build on additional
> systems is always appreciated.
> - Example scenes: we'd like to update the example scenes with additional
> interesting scenes to render; having a variety of them is quite useful,
> both for pbrt users and also for us as we make figures for the book.
> Furthermore, we need something amazing to use for the cover image for
> the
> fourth edition...
>
> Happy ray tracing!
>
> Matt, Wenzel, and Greg
>
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>