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ACM Transactions on Graphics· 2019Q1

Mitsuba 2

Merlin Nimier-David, Delio Vicini, Tizian Zeltner, Wenzel Jakob

Short summary

Mitsuba 2 is a new C++ rendering system that uses template metaprogramming to automatically adapt a single generic implementation into specialized, efficient versions for diverse applications like spectral rendering, differentiable rendering, and GPU computation, without manual redesign.

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Key points

  • Mitsuba 2 uses template metaprogramming to enable compile-time transformations of generic rendering code.
  • It automatically generates specialized, efficient implementations for diverse use cases (spectral, polarized, differentiable rendering, GPU).
  • The system avoids manual redesign of data structures and interfaces, reducing errors and development time.
  • Demonstrated effectiveness on challenging applications like MCMC rendering, caustic design, and media reconstruction.

AI-generated from the title and abstract; the full text is not read.

Abstract

Modern rendering systems are confronted with a dauntingly large and growing set of requirements: in their pursuit of realism, physically based techniques must increasingly account for intricate properties of light, such as its spectral composition or polarization. To reduce prohibitive rendering times, vectorized renderers exploit coherence via instruction-level parallelism on CPUs and GPUs. Differentiable rendering algorithms propagate derivatives through a simulation to optimize an objective function, e.g., to reconstruct a scene from reference images. Catering to such diverse use cases is challenging and has led to numerous purpose-built systems---partly, because retrofitting features of this complexity onto an existing renderer involves an error-prone and infeasibly intrusive transformation of elementary data structures, interfaces between components, and their implementations (in other words, everything). We propose Mitsuba 2, a versatile renderer that is intrinsically retargetable to various applications including the ones listed above. Mitsuba 2 is implemented in modern C++ and leverages template metaprogramming to replace types and instrument the control flow of components such as BSDFs, volumes, emitters, and rendering algorithms. At compile time, it automatically transforms arithmetic, data structures, and function dispatch, turning generic algorithms into a variety of efficient implementations without the tedium of manual redesign. Possible transformations include changing the representation of color, generating a "wide" renderer that operates on bundles of light paths, just-in-time compilation to create computational kernels that run on the GPU, and forward/reverse-mode automatic differentiation. Transformations can be chained, which further enriches the space of algorithms derived from a single generic implementation. We demonstrate the effectiveness and simplicity of our approach on several applications that would be very challenging to create without assistance: a rendering algorithm based on coherent MCMC exploration, a caustic design method for gradient-index optics, and a technique for reconstructing heterogeneous media in the presence of multiple scattering.

The authors' abstract, as published at the source. ACM Transactions on Graphics, 2019 · DOI ↗

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Field: Computer Graphics and Computer-Aided Design

Computer Graphics and Computer-Aided DesignComputer Science