🌞 A physically based monte carlo path tracer written in C++

Overview

Physically Based Path Tracer

The below 3D model for the Head of Michelangelo's David bust was taken from this link. Other .obj files taken from The Stanford 3D Scanning repository
Head of David

This repository contains the implementation of a physically based monte carlo path tracer in C++. The project avoids the use of graphics API's and attempts to implement simple physically based rendering effects from scratch.

This is a project I essentially come to in my free time and is something I intend to update sporadically. If you have read the code, or tried to create a scene and have found any flaws or errors in the way things have been done — do feel free to leave an issue!

Feature Tracker / To Do

  • Motion Blur
  • Antialiasing
  • Depth of Field
  • Bounding Volume Heirarchies
  • Multithread pixel processing
  • Add .obj object support
  • Importance Sampling
  • HDR Environment maps
  • Find a way to serialize BVH tree object (for re-use for large meshes)
  • Optimize and Multithread mesh BVH tree building
  • Optimize ray-triangle intersection routine
  • Implement additional BSDF's (Disney BSDF) and materials (sort of?)
  • Incorporate CUDA, get full rendering to happen on GPU

On halt for now, spending too much time on this

Denoiser

Noisy Render (Output) Normal map Albedo map Denoised Image

Since the application runs on the CPU, samples per pixel needs to be limited to obtain reasonable render times (even with multi-threading).

The images shown above are denoised using Intel® Open Image Denoise. The pre-compiled binaries (given in the website) fit right into this repository to call the shell script bin/denoise, which manages the whole denoising process and conversions.

The pre-compiled zip file (unzipped, includes a bin and a lib folder) needs to be moved into src/dependancies/, for the shell script denoise to work.

Usage

A sample binary has been uploaded with the repo (compiled on x86, as a 64 bit application), but its unlikely that it would generally work even on a system with the same configuration (try anyway, it just might). To compile in a device specific manner, you can create a Makefile using cmake (CMakeLists.txt given) or use the given Makefile.

After creating the Makefile using cmake and making/compiling the project (cmake . followed by make), the compiled binary (path-tracer) can be found in bin/ and is to be used with a single command line argument - the name of the scene in src/scenes/. (The folder src/scenes/ contains implementation of all the scenes in this readme file and few others. The .scene.h files are just C++, and the files were created mostly just for organisational purposes)

> ./bin/path-tracer GlowRoom

Running this should show a progress bar, after which 3 images will be stored in output - the noisy render (Primary output), an albedo image, and a normal map (To aid the denoising process). After these three images have been generated the denoise binary can be run in the same way that the main one was

> ./bin/denoise GlowRoom

The resolution of the output render and the samples per pixel have been hard-coded in main.cpp

Dependancies

A simple OpenMP call was used to multithread the loop which shoots multiple samples per pixel. The OpenMP dependancy is included by the CmakeLists.txt, but can easily be removed and worked without.

The project uses libraries for reading and writing images (stb_image and FreeImage) and for convenience. GLM was used for mathematical data types (vectors, matrices, etc.) and operations, but can easily be replaced by a few structs. ImageMagick is also required for commands in the denoise shell script.

More about depandancy set up in the sub-folder src/dependancies

Resources

This project takes a lot from Ravi Ramamoorthi's course - An intro to graphics; and the repository and code largely takes its structure and features from Peter Shirley's book series.

The Disney BSDF, though poorly incorporated and incomplete, takes a lot from this repository and the corresponding blog articles. Inspiration was also taken, but to a lesser extent from tinsel from mmacklin and GLSLPathTracer from knightcrawler25.

And just like everyone ever who has written a path tracer, constant references were made to Physically Based Rendering by Matt Pharr, Wenzel Jakob, and Greg Humphreys and its repository.

Note

This was more or less a pet project to be able to learn the fundamental basics of path tracing, and with every feature I added, I got carried away. I have licensed this project under the Zlib license, and do what you may with the code but I would highly recommend not to re-use the bsdf namespace and the core::Disney class, since some of the lobe calculations are off.

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Comments
  • Segmentation fault

    Segmentation fault

    Hi, when I run the test case for David, using ./bin/path-tracer David, I got segmentation fault at line 277 in objects.cpp: glm::vec3 averaged_normal = (normals[fx - 1] + normals[fy - 1] + normals[fz - 1]) / 3.0f; the size of normal is 24 but fx ,fy ,fz is 167, 0 and 72 for the test case I'm running.

    I'm not sure if there's anything wrong with the fx, fy, fz value read from the file is wrong, or why the value will exceed size of normal.

    opened by AEstein 1
Releases(v1.0)
Owner
Aman Shenoy
Aman Shenoy
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