rs_pbrt
pbrt-v4
rs_pbrt | pbrt-v4 | |
---|---|---|
9 | 8 | |
798 | 2,630 | |
- | - | |
7.2 | 7.5 | |
3 months ago | 3 months ago | |
Rust | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
rs_pbrt
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What's everyone working on this week (3/2022)?
I just released a first version of blend_info on crates.io. At some point I was working on a similar project on codeberg and I kind of hacked that into rs-pbrt to be able to use some binary Blender .blend files directly as input for my physically based renderer. The executable for that is called parse_blend_file file and details (or a video about it) can be found here. Anyway, the new crate should help parsing any Blender file (independent of the version) and extract information you like to use, kind of cherry picking stuff. I will use the library in a future version of parse_blend_file (as a prove of concept) but want to involve other people early, because they can help me defining a re-usable library, which can be used for many things, not just my renderer. I also started to use sourcehut and investigated how to use CI (building currently for Debian) there, provide mailing lists, and use the (project based) ticket system. Both projects and activity around it can be found here. Most likely I will work on documentation and maybe a blog post about how to use blend_info next. Try to register for one of the mailing lists if you want to contribute and/or create a ticket ...
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What's everyone working on this week (43/2021)?
If somebody is interested in helping with this issue, there is something to learn from the artistic side (Blender users) as well as from the programming side (Rust coders).
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Whats your favourite open source Rust project that needs more recognition?
https://www.rs-pbrt.org/ - Physically based rendering (PBR) with Rust
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Another implementation of PBRTv3 in Rust
Big thanks to wahn/rs_pbrt: Rust crate to implement a counterpart to the PBRT book's (3rd edition) C++ code. See also https://www.rs-pbrt.org/about ... (github.com) and abusch/rustracer: A toy raytracer written in Rust based on PBRT (github.com) which where helpful as references.
- PBRT in Rust
pbrt-v4
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Hangup on Raytracer Material, BRDF class design
Regarding the design of materials vs brdfs and how to handle them. Take a look at [Physically Based Rendering: From Theory to Implementation](https://www.pbr-book.org/) and its [source code](https://github.com/mmp/pbrt-v4). It's entirely written in C++ and uses an object oriented design for materials.
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Raytrace renderers that can utilize measured BSDF data and photometrically accurate lighting?
PBRT v4 supports spectral rendering and photometric light parameterization: https://github.com/mmp/pbrt-v4
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Real Time Rendering by Tomas Akenine-Möller v3 vs v4?
However, shit moves fast; so they’ve already got (PBRT-4’s engine and examples are in Beta)[https://github.com/mmp/pbrt-v4]
- PBRT, Version 4
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How does one implement a ray tracing algorithm on the gpu?
The 4th edition of Physically Based Rendering incorporates OptiX/CUDA, but it seems like the closer we get to its publication, the more time slows down (but they are polishing it and making it perfect and I know that's impossible to accurately estimate time for). At least the code is available now.
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My first ever blog post! Andrew Kensler's permute() - stateless, constant-time shuffled array iteration
This technique was described by Andrew Kensler at Pixar in his paper Correlated Multi-Jittered Sampling and I wanted to give a more detailed explanation because I think it's a cool method (and I didn't understand it when I first read his paper). It's quite useful in renderers to decorrelate samples, for example it's included in the next release of PBRT, but it's generally useful any time you want to randomly iterate through an array.
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Another implementation of PBRTv3 in Rust
I don't have access to v2 so I don't know what the differences are with v3. You can find the differences between v3 and v4 here here. There are quite a lot of improvements and new features with the biggest one being GPU support which I'm really excited for.
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PBRT in Rust
I believe the latest version v4 [0] has GPU support, some of my colleagues are using it already.
[0]: https://github.com/mmp/pbrt-v4
What are some alternatives?
fuzzcheck-rs - Modular, structure-aware, and feedback-driven fuzzing engine for Rust functions
pbrt-rust - Implementation of PBRT in rust based on the C++ version by Matt Pharr, Grep Humphreys, and Wenzel Jakob.
Vulkan-RTIOW - Vulkan compute shader version of Ray traciing in one weekend
gutenberg - A fast static site generator in a single binary with everything built-in. https://www.getzola.org
hash-prospector - Automated integer hash function discovery
tdt4230_project_raytracing - My TDT4230 project submition, a GPGPU voxel ray tracer!
femtovg - Antialiased 2D vector drawing library written in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
spotify-tui - Spotify for the terminal written in Rust 🚀
Iron - An Extensible, Concurrent Web Framework for Rust
yew - Rust / Wasm framework for creating reliable and efficient web applications