Physically Based Rendering news (2nd edition and more)

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Matt Pharr

unread,
May 31, 2010, 1:08:46 PM5/31/10
to pbrt, pbrt-a...@pbrt.org, General discussion of the pbrt rendering system
We have a number of announcements related to pbrt and the Physically Based Rendering book; for convenience, we've collected them into a single e-mail.

In short,

* The second edition of the book will be available soon
* The first non-beta pbrt-v2 source code release is out
* 2GB worth of interesting new example scenes for pbrt are now available
* The final? pbrt-v1 1.05 release has been made
* An RSS feed is now available for following pbrt news

More detail on each of these is below.

Thanks,
Matt and Greg

Second Edition of the Book

The second edition of the Physically Based Rendering book is now at the printers; it should be available in bookstores at the end of July.  The new version represents a substantial revision of the book; it's now over 1,200 pages long.

There are a number of major additions to the book, including coverage of bounding volume hierarchy acceleration structures, full-spectral rendering, motion blur with interpolated transformations, rendering with measured BRDF data, Metropolis light transport, subsurface scattering, the "instant global illumination" algorithm, and an entire chapter on precomputed light transport algorithms.  Many other parts of the book have been substantially revised, including the coverage of photon mapping and irradiance caching. Finally, the system is implemented as a task-parallel system, making it possible to discuss a variety of issues related to parallel programming in the book.

See http://pbrt.org/contents.php for the full updated table of contents. Chapter 4 of the second edition, covering acceleration structures--grids, BVHs, and kd-trees--is available for download from the pbrt website at http://pbrt.org/pbrt-2ed-chap4.pdf.

The book can be pre-ordered from Amazon:


(It will, of course, be available from all of the usual other sources as well.)

pbrt-v2 Release

The pbrt source code corresponding to the system described in the forthcoming second edition of the book is now available.  (We'll call it pbrt-v2 to distinguish it from the system described in the first edition of the book, pbrt-v1.)  In addition to all of the new features that the second edition of the book introduces, this version of the code is more efficient and has many small improvements over pbrt-v1.  The distribution now includes a number of exporters to the pbrt format, covering 3ds max, Blender, Mathematica, and Structure Synth.

We'd especially like to thank Kevin Egan, John Danks, Asbjørn Heid, Volodymyr Kachurovskyi, Sebastian Mach, Jiawan Kevin Chen, Guillermo M. Leal Llaguno, "Viznut", Solomon Boulos, and Xiong "Tomwindcloud" Wei for their contributions to this release.

Information about how to download pbrt-v2 is available from http://pbrt.org/downloads.php.  We'd be happy to hear feedback or bug reports from your experiences with pbrt-v2.

Example Scenes

We've put together a collection of 55 example scenes for use with pbrt-v2. Thanks to the contributions of a number of talented artists, we are able to make available a number of interesting and complex scenes to render, including the spectacular "San Miguel" scene created by Guillermo M. Leal Llaguno (http://pbrt.org/gallery/sanmiguel.png).  (A rendering of this image is featured on the cover of the second edition of the book.)

A description of all of the scenes and rendered images of them can be previewed on the website: http://pbrt.org/scenes.php.  The total amount of data for the scenes' geometry and textures is approximately 2GB but compresses down to a 618MB zip file.  Information about how to download the scenes is available on the http://pbrt.org/scenes.php page; please use BitTorrent to download them (and seed afterward!) if at all possible--the bandwidth costs to us for distributing a 618MB file hundreds or thousands of times are substantial.

pbrt-v1 1.05 Release

pbrt 1.05 has been released: it contains a variety of small bug fixes to the system described in the first edition of the Physically Based Rendering book; see the release notes at http://pbrt.org/src/release_notes-1.05.txt for more details.  The can be downloaded from the pbrt downloads page, http://pbrt.org/downloads.php, or from the pbrt 1.0 github page, http://github.com/mmp/pbrt-v1, via the git SCM system.  This will almost certainly be the final version of the pbrt 1.0 source code distribution, as further development and bug fixes will be focused on the pbrt-v2 code.

RSS Feed

Slowly moving into the 21st Century, we've added an RSS feed that reports pbrt news.  To subscribe, click on the RSS icon on the pbrt website, or add the feed URL, http://pbrt.org/feed.xml, to your RSS reader.  We expect that this will be a relatively low-volume feed.

Sanchit Bareja

unread,
Jun 18, 2010, 4:10:31 AM6/18/10
to pbrt
hi all,
i am kind of new to xcode and pbrt. I checked out the pbrt.xcodeproj.
I built a new file called sharp.pbrt which i got off the net from some
other website (code is below). However, when i click build&run,
nothing seems to be happening. I haven't been able to figure out why
exactly. Would be great if someone could help me. Thanks in advance! I
doubt there is anything wrong with the code though as the website from
which i got says it works.

Refernce: http://www.cse.ohio-state.edu/~parent/classes/782/labs/lab0/lab0.html
Code source:http://www.cse.ohio-state.edu/~parent/classes/782/labs/
PBRT/pbrtscene.html

Code for sharp.pbrt
"
#sharp.pbrt -- a simple pbrt input file that displays a cone, sphere
# and refletive plane
#Richard P. Sharp - CIS782 Fall 2004

#first we set up the eye
LookAt 1 1 10 0 0 -1 0 1 0 #ex ey ez lx ly lz ux uy uz

#the camera
Camera "perspective" "float fov" [30]

#this is the filter used for antialiasing
PixelFilter "mitchell" "float xwidth" [2] "float ywidth" [2]

#name the file
Film "image" "string filename" ["sharp.exr"]
"integer xresolution" [400] "integer yresolution" [400]

#begin describing scene
WorldBegin

#light source
AttributeBegin
CoordSysTransform "camera"
LightSource "distant"
"point from" [0 0 0] "point to" [0 0 1]
"color L" [3 3 3]
AttributeEnd

#transform the world
AttributeBegin
Translate 0 -1 0
Rotate 35 0 1 0

#define an orangish sphere
AttributeBegin
Translate -1 .75 -1.5
Rotate -90 1 0 0

Material "matte" "color Kd" [0.7 0.4 0.6]

Shape "sphere" "float radius" [.75]
AttributeEnd


#define a blue cone
AttributeBegin
Translate 0 0 2.5
Rotate -90 1 0 0

#this describes the material properties
Material "bluepaint"

#this is the shape
Shape "cone" "float radius" [.75] "float height" [2]
AttributeEnd


#define a reflective ground plane
AttributeBegin
Scale 10 10 10

Material "shinymetal"

#this is a triangle mesh, the first set of points define four xyz
#coordinates, the second set defines the mesh by indexing into
#those points
Shape "trianglemesh" "point P" [ -1 0 -1 1 0 -1 1 0 1 -1 0 1 ]
"integer indices" [ 0 1 2 2 3 0 ]
AttributeEnd

AttributeEnd
WorldEnd

"

On Jun 1, 1:08 am, Matt Pharr <matt.ph...@gmail.com> wrote:
> We have a number of announcements related to pbrt and the Physically Based Rendering book; for convenience, we've collected them into a single e-mail.
>
> In short,
>
> * The second edition of the book will be available soon
> * The first non-beta pbrt-v2 source code release is out
> * 2GB worth of interesting new example scenes for pbrt are now available
> * The final? pbrt-v1 1.05 release has been made
> * An RSS feed is now available for following pbrt news
>
> More detail on each of these is below.
>
> Thanks,
> Matt and Greg
>
> Second Edition of the Book
>
> The second edition of the Physically Based Rendering book is now at the printers; it should be available in bookstores at the end of July.  The new version represents a substantial revision of the book; it's now over 1,200 pages long.
>
> There are a number of major additions to the book, including coverage of bounding volume hierarchy acceleration structures, full-spectral rendering, motion blur with interpolated transformations, rendering with measured BRDF data, Metropolis light transport, subsurface scattering, the "instant global illumination" algorithm, and an entire chapter on precomputed light transport algorithms.  Many other parts of the book have been substantially revised, including the coverage of photon mapping and irradiance caching. Finally, the system is implemented as a task-parallel system, making it possible to discuss a variety of issues related to parallel programming in the book.
>
> Seehttp://pbrt.org/contents.phpfor the full updated table of contents. Chapter 4 of the second edition, covering acceleration structures--grids, BVHs, and kd-trees--is available for download from the pbrt website athttp://pbrt.org/pbrt-2ed-chap4.pdf.
>
> The book can be pre-ordered from Amazon:
>
> http://www.amazon.com/gp/product/0123750792?ie=UTF8&tag=pharr-20&link...
>
> (It will, of course, be available from all of the usual other sources as well.)
>
> pbrt-v2 Release
>
> The pbrt source code corresponding to the system described in the forthcoming second edition of the book is now available.  (We'll call it pbrt-v2 to distinguish it from the system described in the first edition of the book, pbrt-v1.)  In addition to all of the new features that the second edition of the book introduces, this version of the code is more efficient and has many small improvements over pbrt-v1.  The distribution now includes a number of exporters to the pbrt format, covering 3ds max, Blender, Mathematica, and Structure Synth.
>
> We'd especially like to thank Kevin Egan, John Danks, Asbjørn Heid, Volodymyr Kachurovskyi, Sebastian Mach, Jiawan Kevin Chen, Guillermo M. Leal Llaguno, "Viznut", Solomon Boulos, and Xiong "Tomwindcloud" Wei for their contributions to this release.
>
> Information about how to download pbrt-v2 is available fromhttp://pbrt.org/downloads.php.  We'd be happy to hear feedback or bug reports from your experiences with pbrt-v2.
>
> Example Scenes
>
> We've put together a collection of 55 example scenes for use with pbrt-v2. Thanks to the contributions of a number of talented artists, we are able to make available a number of interesting and complex scenes to render, including the spectacular "San Miguel" scene created by Guillermo M. Leal Llaguno (http://pbrt.org/gallery/sanmiguel.png).  (A rendering of this image is featured on the cover of the second edition of the book.)
>
> A description of all of the scenes and rendered images of them can be previewed on the website:http://pbrt.org/scenes.php.  The total amount of data for the scenes' geometry and textures is approximately 2GB but compresses down to a 618MB zip file.  Information about how to download the scenes is available on thehttp://pbrt.org/scenes.phppage; please use BitTorrent to download them (and seed afterward!) if at all possible--the bandwidth costs to us for distributing a 618MB file hundreds or thousands of times are substantial.
>
> pbrt-v1 1.05 Release
>
> pbrt 1.05 has been released: it contains a variety of small bug fixes to the system described in the first edition of the Physically Based Rendering book; see the release notes athttp://pbrt.org/src/release_notes-1.05.txtfor more details.  The can be downloaded from the pbrt downloads page,http://pbrt.org/downloads.php, or from the pbrt 1.0 github page,http://github.com/mmp/pbrt-v1, via the git SCM system.  This will almost certainly be the final version of the pbrt 1.0 source code distribution, as further development and bug fixes will be focused on the pbrt-v2 code.
>
> RSS Feed
>
> Slowly moving into the 21st Century, we've added an RSS feed that reports pbrt news.  To subscribe, click on the RSS icon on the pbrt website, or add the feed URL,http://pbrt.org/feed.xml, to your RSS reader.  We expect that this will be a relatively low-volume feed.
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