Abstract

We introduce a way of implementing physically-based renderers that can switch rendering methods with a raytracing library. Various physically-based rendering (PBR) methods can generate beautiful images that are close to human view of real world. However, comparison between corresponding pairs of pixels of image pairs generated by different rendering methods is necessary to verify whether the implementation correctly obeys mathematical models of PBR. For comparison, result images must be same scene, same resolution, from same camera angle. We explain fundamental theory of PBR first, and present overview of a library for PBR, Embree, developed by Intel, as a way of rendering-switchable implementation. Finally, we demonstrate computing result images by a renderer we developed. The renderer can switch rendering methods and be extended for other method implementations.

Highlights

  • Photorealistic rendering, known as physically-based rendering (PBR), presents beautiful images that approach view of real world by emulating natural process modeled by theories describing photon behavior

  • A textbook that describes PBR [3] is useful to learn about PBR from fundamental theory to implementation

  • We have introduced background of PBR and presented overview of raytracing with a library, Embree

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Summary

Physically-Based Rendering

Photorealistic rendering, known as physically-based rendering (PBR), presents beautiful images that approach view of real world by emulating natural process modeled by theories describing photon behavior. PBR uses simulation expressions modeling real world optical phenomena. Because of real world models’ complexity, implementations of the models basically require heavy computation. A textbook that describes PBR [3] is useful to learn about PBR from fundamental theory to implementation

Indirect Light
Illumination Models
Raytracing
The Rendering Equation
Phong Illumination Model
Pathtracing
Bidirectional Pathtracing
Metropolis Light Transport
Rendering Correctness
About Embree
Device Initialization
Scene Initialization
Geometry Initialization
Raytracing Rendering with Screen
Renderer Implementation
Discussion
Conclusion
Full Text
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