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Adaptive Lightslice for Virtual Ray Lights fork of the Mitsuba renderer

Home Page: http://graphics.cs.kuleuven.be/publications/FBD15ALVRL/

License: GNU General Public License v3.0

Python 0.94% Shell 0.12% C 2.39% Makefile 0.01% C++ 91.50% XSLT 0.17% Batchfile 0.01% PowerShell 0.01% Objective-C 4.16% Objective-C++ 0.37% GLSL 0.32% CSS 0.01%

mitsuba-alvrl's Introduction

Mitsuba — Adaptive Lightslice for Virtual Ray Lights Branch

About

This branch holds the Mitsuba code for Adaptive Lightslice for Virtual Ray Lights, as introduced in the paper:

Frederickx Roald, Pieterjan Bartels, and Philip Dutré.
"Adaptive LightSlice for Virtual Ray Lights."
EUROGRAPHICS 2015-Short Papers (2015): 61-64.

NOTE1: This is (CPU-only) 'research code', so it isn't very polished or optimized ;-).

NOTE2: The VRL integration sampling is not phase-function aware. Non-isotropic phase functions will need higher 'volVolSamples' and 'volSurfSamples' (and are not fully tested).

NOTE3: The VRL renderer only handles the multiple scattering contribution and needs to be augmented with direct transmission and single scattering to obtain the full light transport.

Documentation

See the Adaptive Lightslice paper for more information on the algorithm. For compilation, usage, and a full plugin reference of Mitsuba, please see the official Mitsuba documentation.

Example scenes

Example scenes are available on the project website.

mitsuba-alvrl's People

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