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Physically Based Rendering
University experiments with pbrt-v4 exploring rendering, volumetric light, and GPU path tracing.
Overview
A set of physically based rendering experiments built on the pbrt-v4 reference renderer during university labs. Instead of touching the renderer’s core, I authored and configured scenes to study how modern light transport behaves: comparing integrators, materials and participating media, then analysing how each parameter moved noise, image quality and render time.
Technical Highlights
- Material and light-transport study. A Cornell-box-style scene instances one mesh nine times with different BxDFs (diffuse, dielectric, textured) under identical lighting, isolating how each material responds. See
scene.pbrt. - Volumetric media. A participating-media scene lit by a spotlight, rendered with pbrt’s volumetric path integrator to study fog and scattering. Output in
spotFog.png. - Path tracing versus bidirectional. The same setup rendered with unidirectional and bidirectional path tracing to compare noise and convergence. See
bidir.png. - Spectral rendering. Scenes authored for pbrt’s sampled-spectrum pipeline instead of RGB, combining procedural and image-based textures. See
template/scene.pbrt. - GPU rendering with CUDA and OptiX. The build was configured for GPU-accelerated rendering, with a live
tevdisplay server and progressive samples-per-pixel for fast iteration. Seecommands.txt.
Learnings
The value here was less about writing renderer code and more about reading how a production-grade renderer is put together, and learning to reason about rendering choices from measured output rather than guesswork.