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https://github.com/tunabrain/tungsten
High performance physically based renderer in C++11
https://github.com/tunabrain/tungsten
Last synced: 30 days ago
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High performance physically based renderer in C++11
- Host: GitHub
- URL: https://github.com/tunabrain/tungsten
- Owner: tunabrain
- License: other
- Created: 2014-09-15T18:38:32.000Z (about 10 years ago)
- Default Branch: master
- Last Pushed: 2022-03-10T12:45:17.000Z (over 2 years ago)
- Last Synced: 2024-09-27T03:21:56.193Z (about 1 month ago)
- Language: C++
- Size: 19.7 MB
- Stars: 1,718
- Watchers: 94
- Forks: 166
- Open Issues: 18
-
Metadata Files:
- Readme: Readme.md
- License: LICENSE.txt
Awesome Lists containing this project
- awesome-game-engine-dev - Tungsten - High-performance physically-based renderer in C++11. (Libraries / C++)
- AwesomeCppGameDev - tungsten
README
![Tungsten Sample Render](https://raw.githubusercontent.com/tunabrain/tungsten/master/Header.jpg "Tungsten Sample Render")
# The Tungsten Renderer #
## About ##
Tungsten is a physically based renderer originally written for the [yearly renderer competition at ETH](http://graphics.ethz.ch/teaching/imsynth14/competition/competition.php). It simulates full light transport through arbitrary geometry based on unbiased integration of the [rendering equation](http://en.wikipedia.org/wiki/Rendering_equation). To do this, Tungsten supports various light transport algorithms such as bidirectional path tracing, progressive photon mapping, primary sample space metropolis light transport and more.
Tungsten is written in C++11 and makes use of Intel's high-performance geometry intersection library [embree](http://embree.github.io/). Tungsten takes full advantage of multicore systems and tries to offer good performance through frequent benchmarking and optimization. At least SSE3 support is required to run the renderer.
## Documentation ##
Documentation is planned, but currently unavailable (sorry!). A lengthy overview of features is available in the [final project report](http://graphics.ethz.ch/teaching/imsynth14/competition//1st%20Place..%20Benedikt%20Bitterli/report.html) written as part of the submission for the rendering competition, although that document may be outdated.
A small selection of example scenes can be found in `data/example-scenes`. There is also a material test scene found in `data/materialtest`, which contains the Tungsten material test ball that you can use to test different materials and lighting setups..
## License ##
To give developers as much freedom as is reasonable, Tungsten is distributed under the [libpng/zlib](http://opensource.org/licenses/Zlib) license. This allows you to modify, redistribute and sell all or parts of the code without attribution.
Note that Tungsten includes several third-party libraries in the `src/thirdparty` folder that come with their own licenses. Please see the `LICENSE.txt` file for more information.
## Compilation ##
### Windows + MinGW
To build using MinGW, you will need a recent CMake + gcc version. CMake binary distributions are available [here](http://www.cmake.org/download/). I recommend using MinGW-w64 available [here](http://sourceforge.net/projects/mingw-w64/).In the root folder of the repo, use these commands in an MSYS shell to build:
./setup_builds.sh
cd builds/release
makeThe binaries will be placed in the `build/release` directory after buiding.
Optionally, you can install the Qt framework to build the scene editor utility. If Qt is not detected during setup, the scene editor will not be built (you will still be able to use the renderer).
### Windows + MSVC
To build using MSVC, you will need a recent CMake version and MSVC 2013. CMake binary distributions are available [here](http://www.cmake.org/download/).After installing CMake, double click the `setup_builds.bat` file. The MSVC project will be created in the folder `vstudio`. Open the `vstudio/Tungsten.sln` solution and press F7 to build.
### Linux ###
Building on Linux works just like building on MINGW.
## Usage ##
The core renderer can be invoked using
tungsten scene.json
You can also queue up multiple scenes using
tungsten scene1.json scene2.json scene3.json
and so forth. All renderer parameters, including output files, are specified in the json file.
You can test your local build by rendering the material test scene in `data/materialtest/materialtest.json`.
You can also use
tungsten --help
for more information.## Code structure ##
`src/core/` contains all the code for primitive intersection, materials, sampling, integration and so forth. It is the beefy part of the renderer and the place to start if you're interested in studying the code.
`src/thirdparty` contains all the libraries used in the project. They are included in the repository, since most of them are either tiny single-file libraries or, in the case of embree, had to be modified to work with the renderer.
`src/tungsten` contains the rendering application itself, which is just a small command line interface to the core rendering code.
All other folders in `src` are small utilities described below.
## Additional utilities ##
Apart from the core renderer, Tungsten also comes with several tools to make content creation easier.
### tungsten_server ##
This is a standalone version of the renderer that comes with a built-in HTTP status server.
It will serve the following files:
- `/render`: The current framebuffer (possibly in an incomplete state).
- `/status`: A JSON string containing information about the current render status.
- `/log`: A text version of the render log.Use
tungsten_server --help
for more information.### scenemanip ##
`scenemanip` comes with a range of tools to manipulate scene files, among others the capability to package scenes and all references resources (textures, meshes, etc.) into a zip archive.
Use
scenemanip --help
for more information.### hdrmanip ##
`hdrmanip` comes with a few useful tools for manipulating HDR output files produced by the renderer. Where available, we recommend using established image manipulation tools, but where HDR support is sparsely available, this tool can be useful.
To convert an HDR image to low dynamic range, use
hdrmanip -o output.png input.exr
You can also specify the tonemapping operator to be applied when converting. For example, to use a filmic tonemap, use
hdrmanip --tonemap filmic -o output.png input.exr
To adjust the exposure of an HDR file, you can use
hdrmanip --exposure -1.0 -o output.exr input.exr
If you don't specify an output file, the tool will overwrite the input file. You can also modify several input files at once. For example, you can use
hdrmanip --exposure -1.0 input1.exr input2.exr input3.exr
to adjust the exposure of several files at once.
If you don't want to overwrite the input files, you can specify an output directory with `-o`
hdrmanip -o outputdir --exposure -1.0 input1.exr input2.exr input3.exr
When specifying multiple files, `-o` is interpreted as an output directory, and its file extension is ignored. If you want to convert multiple input files to a different file format or even low dynamic range, you can use `--file-type`
hdrmanip --file-type png input1.exr input2.exr input3.exr
Finally, `hdrmanip` also supports merging multiple HDR files together. This is useful when you split up a render across several machines and want to average the outputs to get a less noisy image. You can use `--merge` for this
hdrmanip --merge -o output.exr input1.exr input2.exr input3.exr
Of course, you can also adjust the exposure and convert to low dynamic range while merging, all in one step.
Use
hdrmanip --help
for more information.
### obj2json ##
The commandobj2json srcFile.obj dstFile.json
will parse the Wavefront OBJ `srcFile.obj`, including object hierarchy and materials, and create a scene file `dstFile.json` reproducing hierarchy and material assignments.
In addition, meshes in the OBJ file will be automatically converted and saved to Tungsten's native `*.wo3` mesh format, which significantly reduces loading time for large meshes. This may create a large number of new files - consider pointing the `dstFile.json` path into an empty subfolder to avoid file clutter.
### json2xml ##
The commandjson2xml srcFile.json dstFile.xml
will parse the scene file `srcFile.json` and convert it to an XML scene description compatible with the [Mitsuba renderer](https://www.mitsuba-renderer.org/). All `*.wo3` files will be converted to Mitsuba compatible OBJs, which may create a large number of new files - consider putting `dstFile.xml` into an empty subfolder to avoid file clutter.
Note that this tool does not experience heavy testing and does not support all features of Tungsten, so it may not always work as expected.
### editor ##
This is a minimalist scene editor written in Qt and OpenGL. It supports camera setup, manipulating transforms, compositing scenes and a few more features that I found useful.It is usable, but a few crucial features are currently missing from it (including documentation). The code is neither exceptionally clean nor stable, so use at your own risk.