Skip to content

rafalcieslak/RGK

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

RGKrt

A photorealistic physically-based renderer.

Example render

More examples are showcased here.

External libraries used:

  • assimp
  • png++
  • glm
  • libjpeg
  • openEXR
  • ctpl (included with sources)
  • jsoncpp (included with sources)
  • stbi (HDR input only) (included with sources)

Building

Create out-of-tree build dir:

mkdir build && cd build

Prepare build files:

cmake ..

Compile:

make

Running examples

There are various example scenes provided in the obj directory. To render one of them, pass the .rtc config file as the command-line argument, e.g.:

./RGKrt ../scenes/cornell-box.rtc

Command-line options

  • RGKrt expects a config file as a command-line argument. The config file specifies all render data, including model file, camera config, and render strategy. The format of the config file is described in the following section.
  • -p renders a preview. It has 4 times smaller dimentions and uses 2 times less samples per pixel, which results in 48 times faster render. The preview is saved to a separate output file (*.preview.exr).
  • -t MINUTES, --timed MINUTES enabled timed render mode. The rendering will take at least the specified number of minutes, and then will stop as soon as current render round finishes.
  • -D DIR overrides the output file directory.
  • -v and -q respectively increase and decrease verbosity levels. The default level is 2. At level 0, the program will have no output unless a critical error happens. Increased verbosity levels output various statistcs and diagnostic information.
  • -r renders a collection of 250 (currently unconfigurable) images where each has camera placed differently, resulting images form an animation of camera getting rotated around the lookat point. This feature will be furtner expanded into proper animation support. This option is particularly useful when coupled with --no-override when rendering on multiple machines that share filesystem, renderer instances will exclusively pick frames to share workload.
  • -s FLOAT sets a predetermined exposure scaling factor. This is useful when comparing brightness of multiple renders, or when rendering an animation.
  • Unless debug information was disabled compile-time, -d X Y displays detailed information about how the X Y pixel was rendered, which is useful for debugging.

Config file format

The config file is a JSON formatted plain text file. Traditionally the files are named *.json, though any name will do. Some values in the file are required, and some are optional and use a predefined default value. If a required value is missing, the program will fail to start, and will notify you about the missing value. If you use a value that is not specified in the file format, the program will run, but will warn you about the unused configuration value (as it is likely a typo or reduncancy).

Contrary to what JSON format specification says, comments (lines starting with // or blocks within /* and */) are properly recognized and ignored, so you can use them to verbosely describe and document your input file.

The root of the config file is an Object, with following keys:

Output settings

  • output-file, string, REQUIRED - The name (or path) of the ouput file where the result will be stored. Since the output files use OpenEXR format, it is recommended to use *.exr files as output.
  • output-height, int, REQUIRED - The desired vertical output resolution.
  • output-width, int, REQUIRED - The desired horizontal output resolution.
  • output-scale, float, or string: "auto", optional, default: "auto" - This sets the exposure scaling factor for the entire output. When set to auto, the output is uniformly scaled so that the brightest pixel of the image is set to 1.0. This option allows one to set a custom scaling factor.

Rendering parameters

  • multisample, int, optional, default: 1 - Number of paths per pixel to sample. Naturally, the rendering time scales proportionally to this number, but low values will result in a noisy image. The correct value for this key depends in the light distribution of a particular scene.
  • recursion-max, int, optional, default: 40 - Limits the maximum path length to the specified value. When set to 1, the program will behave as a ray tracer.
  • russian, float, optional, default: 0.75 - The russian roulette path continuation probability. At each path point, the path is terminated with this probability, and the light transmitted by the path is divided by this probability. This helps to shorten the paths (improving render times), without introducing bias to the integration. When set to 1, all paths will be always recursion-max steps long. When set to a negative value, russian roulette is disabled.
  • rounds, int, optional, default: 1 - A single run of the renderer will repeat the rendering process (sampling multisample paths per pixel) this many times, and average the result. After each round, the current progress is saved to the output file. This is useful when you wish to preview the output while it is being rendered, or if you expect to interrupt the renderer before it finishes.
  • render-time, int, optional - If this option is set, the renderer will keep repeating the process infinitely, and after the specified time (in minutes) had elapsed, it will stop after the next rendering round will finish. This option is an alterntive to rounds and they must not appear together.
  • reverse, int, optional, default: 0 - When 0, the renderer will work as a path tracer. When greater, it will behave as a bi-directional path tracer, this value sets the fixed light path length.
  • clamp, float, optional, default: +inf - At each path point, the transferred radiance is clamped to this value. This is only useful for removing 'butterfly' artefacts, which may appear if some paths may reach a very bright light source with very small probability.

Camera settings

  • camera, Object, REQUIRED - Camera configuration is specified in a subobject. The contents of the object shall be as listed:
  • position, Array of 3 floats, REQUIRED - The XYZ coordinates of camera position.
  • lookat, Array of 3 floats, REQUIRED - The XYZ coordinates of camera 'look at' point. The camera will be oriented so that this point is mapped to the center of output image.
  • upvector, Array of 3 floats, optional, default: [0, 1, 0] - This vector will be used as the 'up' direction of the camera, so that the top of output image will be oriented towards this vector.
  • fov, float, either this or focal is REQUIRED - The horizontal field of view for the camera, expressed as an angle in degrees. Values over 180 are not supported. Generaly, reasonable values are between 30 and 110.
  • focal, float, eother this or fov is REQUIRED - The vertical camera field of view, defined as the ratio of image height to focal distance.
  • lens-size, float, default: 0 - Camera lens size, in scene units. If 0, the camera will behave as a pinhole, positive values enable a depth-of-field effect. The greated the lens size, the shallower focus, but also more samples required to render a noise-free image.
  • focus plane, float, REQUIRED if lens-size non-zero - The distance from camera (in scene units) at which object should be fully focused, if camera is not a pinhole.

Scene description

There are two ways to provide a scene for rendering:

  • model-file, string, either this or scene is REQUIRED - The path to a single scene file in .obj + .mtl format.
  • scene, Array of Objects, either this or model-file is REQUIRED - A list of scene elements. Each element of the scene is defined by an object, which shall follow this template:
    • file, string, either this or primitive is REQUIRED - The path to the .obj file containing the mesh for this scene element.
    • primitive, string, either this or file is REQUIRED - Name of a built-in primitive mesh to use for this scene element. Available primitives are: tri, a right-angled triangle, plane, a flat quad, and cube, a cube out of 12 triangles.
    • import-materials, bool, optional, default: false - This option is available only when using file. When enabled, materials are imported from the .mtl file referenced by the loaded .obj.
    • override-materials, bool, optional, default: false - This option is only available when import-materials is set to true. When enabled, materials imported from the .mtl file will override these manually specified in the config file, should they share the name.
    • brdf, string, optional, default: "ltc_ggx" - This option is only available when import-materials is set to true. It selects the BRDF to use for materials imported with the .obj scene file. The list of available brdfs is provided in a further section.
    • axis, string, either X, Y or Z, optional, default: "Y" - Only relavant for plane primitive. Sets the axis along which this plane is oriented, the nnormal vector of the quad will be alligned to the selected axis.
    • material, string, REQUIRED only if using primitive - Sets the material (by its name) for this scene element. If this element is a primitive, this option is required. If it is loaded from a file, selecting this option selects the material to use for all meshes from the file. Otherwise the meshes loaded from file will use material names as specified by the .obj file (usemtl directive), regardless of whether actual material properties are imported from .mtl or not.
    • scale, Array of 3 floats, default: [1,1,1] - Defines a scaling transformation to be applied for this entire scene element. Scaling is the first transformation performed.
    • rotate, Array of 3 floats, default: [0,0,0] - Defines a rotating transformation to be applied for this entire scene element. Rotation is applied after scaling, and before translation. Rotation angles correspond to rotations along X, Y and Z axes, in this order, and must be specified in degrees. The rotation is first performed around Z axis, then Y, and then X.
    • translate, Array of 3 floats, default: [0,0,0] - Defines a translation transformation to be applied for this entire scene element. Translation is the last transformation applied.
    • texture-scale, Array of 3 floats, defailt: [1,1,1] - This option is only available when this element is a primitive. Specifies a scaling transformation to be applied to UV texture coordinates.

Global material config

  • bumpscale, float, optional, default: 1 - Global scaling factor for all bumpmaps.
  • force-fresnell, bool, optional, default: false - Enabling this option applies Fresnell reflection to all materials in the scene.
  • thinglass, an Array of strings, optional - Lists the material names that should be ignored when searching for intersection. This is a heuristic hack to improve convergence when rendering scenes lit by rays comming through windows with glass.
  • brdf, string, optional, default: "diffuse" - The file-global default reflection fuction that should be used when no other is specified (e.g. when importing materials from an .obj scene file). Available values are listed in the BRDF section below.

Material definitions

  • materials, Array of Objects, optional - specifies the list of materials used for this scene. This list may be empty, e.g. when importing materials from a scene file. The contents of each Object represent a single material, and must follow this description:
  • name, string, REQUIRED - Sets a name for this material, which can be later used to reference it (e.g. by a scene mesh).
  • brdf, string, optional, default: "ltc_ggx" - The BRDF to use for this material. The list of available BRDFs is in a further section. Most BRDFs use only some of material properties.
  • diffuse, Array of 3 floats, optional, default: [0,0,0] - Sets the RGB diffuse component for this material. The values may range from 0 to 1, use diffuse255 to use 0-255 ranges.
  • specular, Array of 3 floats, optional, default: [0,0,0] - Sets the RGB specular component for this material. The values may range from 0 to 1, use specular255 to use 0-255 ranges.
  • emission, Array of 3 floats, optional, default: [0,0,0] - Sets the RGB light emission for this material. The values are of arbitary range, as they represent radiance. However, you can use emission255 to have these values scaled down by the factor of 255.
  • diffuse-texture, string, optional - Path to the texture file (PNG, JPG, or HDR format) that will be used for the diffuse component of this material.
  • specular-texture, string, optional - Path to the texture file (PNG, JPG, or HDR format) that will be used for the diffuse component of this material.
  • bump-map, string, optional - Path to the texture file (PNG, JPG, or HDR format) that will be used as a bump-map for this material.
  • ior, float, optional, default: 1 - The index of refraction for this material.
  • translucency, float, optional: 0 - Fraction of light that is reflected or absorbed by this material. The rest passes through. Thus materials with translucency 1 are fully transparent, and materials with translucency 1 are fully opaque.
  • exponent, float, optional, default: 50 - The exponent coefficient for phong shading model. It is also used for cook-torrance specular reflection, and LTC roughness parameter. Generally, small values are good at imitating rough materials, and large values imitate smooth shiny surfaces. When mapped to roughness, exponent 0 translates to rougness 1, and as exponent goes to infinity roughness reaches zero.

Available BRDFs

  • diffuse Only cosine-weighted diffuse component
  • cooktorr Cook-Torrance reflection model
  • phong Phong shading according to my lecture notes
  • phong2 Phong shading according to Total Lighting Compedium
  • phongenergy Energy-conserving Phong model
  • ltc_beckmann LTC-approximated Beckmann BRDF
  • ltc_ggx LTC-approximated GGX BRDF

Light desciption

To add lights to your scene, you can use a non-zero emission material on a mesh, which creates an areal light. You can also specify additional pointlights:

  • lights, Array of Objects, optional - A list of additional lights. Each objects represents a single light source, and must follow this specification:
    • position, Array of 3 floats, REQUIRED - The XYZ coordinates of this pointlight.
    • color, Array of 3 floats, optional, default: [1,1,1] - RGB color of this light source. You can use color255 to have the values scaled down by the factor of 255.
    • intensity, float, REQUIRED - Irradiance of this light source. This is effectively a scaling factor for color.
    • size, float, optional, default: 0.0f - The radius of this spherical light source (in scene units). If 0, this becomes a point light. This setting is useful for creating soft shadows, at the cost of some extra output variance.

Another way of adding light to the scene is to have the sky emit some light:

Sky configuration

  • sky, Object - Skybox configuration. If this key is not present, the sky will be black and will emit no light. Sky is configured as a subobject:
  • color, Array of 3 floats, either this or envmap is REQUIRED. - Specifies RGB sky color. The same color will be used for all directions, not just upper hemishpere. To have these values scaled down by 222, use color255.
  • envmap, string, either this or color is REQUIRED - Path to the texture file with evironmental map to use for sky. The top edge of the texture will be mapped to the Y=1 direction (world top). The bottom edge of the texture will be mapped to Y=-1 direction (world bottom). The middle row of the image will be wrapped around the horizon. It is recommended to use HDR textures for envmaps, as they work best as an environmental light source.
  • intensity, float, optional, default: 1 - Lighting intensity for the skybox.
  • rotate, float, optional, default: 0 - This option is only available when using envmap. The entire sky will be rotated by the specified angle (in degrees) around Y axis, which simplifies getting the skybox oriented in the right direction.

Config file example

The following example is here just to provide the general idea of how the config file may look like. For more interesting examples, see ./scenes/.

{
    "materials": [{
        "name": "sp_00_pod",
        "specular255": [209, 197, 181],
        "exponent": 400.0,
        "diffuse-texture": "sponza-fixed/KAMEN.JPG",
        "bump-map": "sponza-fixed/KAMEN-bump.jpg"
    }],
    "scene": [{
        "file": "sponza-fixed/sponza.obj",
        "import-materials": true
    }],
    "output-file": "sponza4c.exr",
    "output-width": 1280,
    "output-height": 900,
    "camera": {
        "position": [-11.3, 7.2, -1.9],
        "lookat": [3.0, 7.5, 6.2],
        "fov": 85
    },
    "lights": [{ // Direct sun lighting
        "position": [-5.0, 35.0, -15.0],
        "color": [1.0, 0.85, 0.6],
        "intensity": 2000.0,
        "size": 0.7
    }],
    "multisample": 90,
    "rounds": 40,
    "sky": {
        "envmap": "envmap/cloudy1.hdr",
        "intensity": 0.9
    },
    "bumpscale": 10,
    "clamp": 5.0,
    "russian": 0.6,
    "brdf": "ltc_ggx"
}

License

This software is published under the terms of the zlib license, see ./LICENSE for details.

About

Photorealistic physically-based renderer

Topics

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages