physically-based rendering engine implemented with Rust.
Physically-based rendering engine implemented with Rust.
You can easily uses Rustlight via the provided command line tool (via examples/cli.rs):
$ cargo run --example=cli --release -- -h
rustlight 0.2.0
Adrien Gruson <[email protected]>
A Rusty Light Transport simulation program
USAGE:
rustlight [FLAGS] [OPTIONS] <scene> [SUBCOMMAND]
FLAGS:
-d debug output
-h, --help Prints help information
-V, --version Prints version information
OPTIONS:
-a <average> average several pass of the integrator with a time limit ('inf' is possible)
-s <image_scale> image scaling factor [default: 1.0]
-m <medium> add medium with defined density [default: 0.0]
-n <nbsamples> integration technique
-t <nbthreads> number of thread for the computation [default: auto]
-o <output> output image file
ARGS:
<scene> JSON file description
SUBCOMMANDS:
ao ambiant occlusion
direct direct lighting
gradient-path gradient path tracing
gradient-path-explicit gradient path tracing
help Prints this message or the help of the given subcommand(s)
light light tracing generating path from the lights
path path tracing generating path from the sensor
path_kulla path tracing for single scattering
plane_single Prototype implementation of 'Photon surfaces for robust, unbiased volumetric
density estimation'
pssmlt path tracing with MCMC sampling
uncorrelated_plane_single Prototype implementation of 'Photon surfaces for robust, unbiased volumetric
density estimation'
vol_primitives BRE/Beam/Planes estimators
vpl brute force virtual point light integrator
For example, to use path tracing using 128 spp:
$ cargo run --example=cli --release --features="pbrt openexr" -- -a inf -n 128 -o path.pfm ./data/cbox.json path
Other examples (wasm, viewer) are planned.
It is possible to activate/desactivate some features of rustlight depending of your needs:
(*) These features are activated by default.
For now, these are the following features implemented:
[*] Techniques that could contains bugs or are incomplete (only naive implementation)
Rendering algorithms for path-tracing:
Other rendering features:
This code has been inspired from several repositories:
[1] Kettunen et al. "Gradient-domain path tracing" (SIGGRAPH 2015)
[2] Csaba et al. "A simple and robust mutation strategy for the metropolis light transport algorithm. (CGF 2002)
[3] Jarosz et al. "The beam radiance estimate for volumetric photon mapping" (EG 2008)
[4] Jarosz et al. "Progressive photon beams" (SIGGRAPH Asia 2011)
[5] Bitterli and Jarosz "Beyond points and beams: Higher-dimensional photon samples for volumetric light transport" (SIGGRAPH 2017)
[6] Novak et al. "Virtual ray lights for rendering scenes with participating media" (SIGGRAPH 2012)
[7] Rousselle et al. "Image-space control variates for rendering" (SIGGRAPH 2016)
[8] Deng et al. "Photon surfaces for robust, unbiased volumetric density estimation" (SIGGRAPH 2019)
[9] Kulla et al. "Importance Sampling Techniques for Path Tracing in Participating Media" (EGSR 2012)
[10] Cline et al. "energy redistribution path tracing" (SIGGRAPH 2012)