rs_pbrt is a Rust crate that implements the physically based rendering techniques from the third edition of the PBRT book. This project provides a Rust counterpart to the original C++ code, enabling high-quality rendering with the safety and performance benefits of Rust.
rs_pbrt focuses on physically based rendering (PBR), a technique that simulates the physical behavior of light to produce highly realistic images. This approach is essential for creating accurate and visually appealing renderings.
Extensive documentation is available to help users understand and utilize rs_pbrt. The latest documentation covers various aspects of the library, including usage, features, and examples.
Several test scenes are provided to demonstrate the capabilities of rs_pbrt. These scenes include complex models and lighting setups, showcasing the renderer's ability to handle detailed and realistic scenarios.
To build rs_pbrt, use the following commands:
Running the command with --help
will display available options and usage information:
A highly detailed scan of a small statue with over 4.3 million triangles, illuminated by a few area light sources.
Ganesha Statue
An example showcasing subsurface scattering with a dragon model.
SSS Dragon
A render demonstrating caustics using stochastic progressive photon mapping.
SPPM Caustic Glass
A scene representing the cover image for the first edition of the PBRT book.
Ecosystem
A scene representing the cover image for the third edition of the PBRT book.
Landscape
An example showing the hair scattering model in action.
Hair Scattering
A detailed render of a Japanese classroom.
Classroom
A white room scene with intricate lighting and material details.
White Room
A country kitchen scene with complex lighting and material interactions.
Kitchen
A wooden staircase scene with detailed textures and lighting.
Staircase
A conference room scene with realistic lighting and materials.
Conference Room
A theater scene with complex lighting and shadows.
Theater Corner
Theater Stage