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% Embree: High Performance Ray Tracing Kernels 3.3.0 % Intel Corporation

Embree Overview

Intel® Embree is a collection of high-performance ray tracing kernels, developed at Intel. The target users of Intel® Embree are graphics application engineers who want to improve the performance of their photo-realistic rendering application by leveraging Embree's performance-optimized ray tracing kernels. The kernels are optimized for the latest Intel® processors with support for SSE, AVX, AVX2, and AVX-512 instructions. Intel® Embree supports runtime code selection to choose the traversal and build algorithms that best matches the instruction set of your CPU. We recommend using Intel® Embree through its API to get the highest benefit from future improvements. Intel® Embree is released as Open Source under the Apache 2.0 license.

Intel® Embree supports applications written with the Intel® SPMD Program Compiler (ISPC, https://ispc.github.io/) by also providing an ISPC interface to the core ray tracing algorithms. This makes it possible to write a renderer in ISPC that automatically vectorizes and leverages SSE, AVX, AVX2, and AVX-512 instructions. ISPC also supports runtime code selection, thus ISPC will select the best code path for your application.

Intel® Embree contains algorithms optimized for incoherent workloads (e.g. Monte Carlo ray tracing algorithms) and coherent workloads (e.g. primary visibility and hard shadow rays).

The single-ray traversal kernels of Intel® Embree provide high performance for incoherent workloads and are very easy to integrate into existing rendering applications. Using the stream kernels, even higher performance for incoherent rays is possible, but integration might require significant code changes to the application to use the stream paradigm. In general for coherent workloads, the stream mode with coherent flag set gives the best performance.

Intel® Embree also supports dynamic scenes by implementing high-performance two-level spatial index structure construction algorithms.

In addition to the ray tracing kernels, Intel® Embree provides some Embree Tutorials to demonstrate how to use the Embree API.

Supported Platforms

Embree supports Windows (32-bit and 64-bit), Linux (64-bit), and macOS (64-bit). The code compiles with the Intel® Compiler, GCC, Clang, and the Microsoft Compiler.

Using the Intel® Compiler improves performance by approximately 10%. Performance also varies across different operating systems, with Linux typically performing best as it supports transparently transitioning to 2MB pages.

Embree is optimized for Intel CPUs supporting SSE, AVX, AVX2, and AVX-512 instructions, and requires at least a CPU with support for SSE2.

Embree Support and Contact

If you encounter bugs please report them via Embree's GitHub Issue Tracker.

For questions and feature requests please write us at embree_support@intel.com.

To receive notifications of updates and new features of Embree please subscribe to the Embree mailing list.

Acknowledgements

This software is based in part on the work of the Independent JPEG Group.

Installation of Embree

Windows MSI Installer

You can install the Embree library using the Windows MSI installer embree-3.3.0-x64.vc12.msi. This will install the 64-bit Embree version by default in Program Files\Intel\Embree v3.3.0 x64.

You have to set the path to the bin folders manually to your PATH environment variable for applications to find Embree.

To compile applications with Embree using CMake, please have a look at the find_embree tutorial. To compile this tutorial, you need to set the embree_DIR CMake variable of this tutorial to Program Files\Intel\Embree v3.3.0 x64.

To uninstall Embree, open Programs and Features by clicking the Start button, clicking Control Panel, clicking Programs, and then clicking Programs and Features. Select Embree 3.3.0 x64 and uninstall it.

Windows ZIP File

Embree linked against Visual Studio 2013 embree-3.3.0.x64.vc12.windows.zip and Visual Studio 2015 embree-3.3.0.x64.vc14.windows.zip are provided as a ZIP file. After unpacking this ZIP file, you should set the path to the lib folder manually to your PATH environment variable for applications to find Embree. To compile applications with Embree, you also have to set the Include Directories path in Visual Studio to the include folder of the Embree installation.

If you plan to ship Embree with your application, best use the Embree version from this ZIP file.

Linux RPMs

Uncompress the tar.gz file embree-3.3.0.x86_64.rpm.tar.gz to obtain the individual RPM files:

tar xzf embree-3.3.0.x86_64.rpm.tar.gz

To install Embree using the RPM packages on your Linux system, type the following:

sudo rpm --install embree3-lib-3.3.0-1.x86_64.rpm
sudo rpm --install embree3-devel-3.3.0-1.noarch.rpm
sudo rpm --install embree3-examples-3.3.0-1.x86_64.rpm

You also have to install the Intel® Threading Building Blocks (TBB) using yum:

sudo yum install tbb.x86_64 tbb-devel.x86_64

On Debian-based Linux distributions you first need to convert the RPM filed into DEB files using the alien tool:

sudo apt-get install alien dpkg-dev debhelper build-essential

sudo alien embree3-lib-3.3.0-1.x86_64.rpm
sudo alien embree3-devel-3.3.0-1.noarch.rpm
sudo alien embree3-examples-3.3.0-1.x86_64.rpm

sudo dpkg -i embree3-lib_3.3.0-2_amd64.deb
sudo dpkg -i embree3-devel_3.3.0-2_all.deb
sudo dpkg -i embree3-examples_3.3.0-2_amd64.deb

Also install the Intel® Threading Building Blocks (TBB) using apt-get:

sudo apt-get install libtbb-dev

Alternatively you can download the latest TBB version from https://www.threadingbuildingblocks.org/download and set the LD_LIBRARY_PATH environment variable to point to the TBB library.

Note that the Embree RPMs are linked against the TBB version coming with CentOS. This older TBB version is missing some features required to get optimal build performance, and does not support building of scenes lazily during rendering. To get a full featured Embree, please install using the tar.gz files, which always ship with the latest TBB version.

Under Linux, Embree is installed by default in the /usr/lib64 and /usr/include directories. This way applications will find Embree automatically. The Embree tutorials are installed into the /usr/bin/embree3 folder. Specify the full path to the tutorials to start them.

To uninstall Embree, just execute the following:

sudo rpm --erase embree3-lib-3.3.0-1.x86_64
sudo rpm --erase embree3-devel-3.3.0-1.noarch
sudo rpm --erase embree3-examples-3.3.0-1.x86_64

Linux tar.gz Files

The Linux version of Embree is also delivered as a tar.gz file: embree-3.3.0.x86_64.linux.tar.gz. Unpack this file using tar and source the provided embree-vars.sh (if you are using the bash shell) or embree-vars.csh (if you are using the C shell) to set up the environment properly:

tar xzf embree-3.3.0.x86_64.linux.tar.gz
source embree-3.3.0.x86_64.linux/embree-vars.sh

If you want to ship Embree with your application, best use the Embree version provided in the tar.gz file.

We recommend adding a relative RPATH to your application that points to the location where Embree (and TBB) can be found, e.g. $ORIGIN/../lib.

macOS PKG Installer

To install the Embree library on your macOS system use the provided package installer inside embree-3.3.0.x86_64.dmg. This will install Embree by default into /opt/local/lib and /opt/local/include directories. The Embree tutorials are installed into the /Applications/Embree3 directory.

You also have to install the Intel® Threading Building Blocks (TBB) using MacPorts:

sudo port install tbb

Alternatively you can download the latest TBB version from https://www.threadingbuildingblocks.org/download and set the DYLD_LIBRARY_PATH environment variable to point to the TBB library.

To uninstall Embree, execute the uninstaller script /Applications/Embree3/uninstall.command.

macOS tar.gz file

The macOS version of Embree is also delivered as a tar.gz file: embree-3.3.0.x86_64.macosx.tar.gz. Unpack this file using tar and source the provided embree-vars.sh (if you are using the bash shell) or embree-vars.csh (if you are using the C shell) to set up the environment properly:

tar xzf embree-3.3.0.x64.macosx.tar.gz
source embree-3.3.0.x64.macosx/embree-vars.sh

If you want to ship Embree with your application, please use the Embree library of the provided tar.gz file. The library name of that Embree library is of the form @rpath/libembree.3.dylib (and similar also for the included TBB library). This ensures that you can add a relative RPATH to your application that points to the location where Embree (and TBB) can be found, e.g. @loader_path/../lib.

Compiling Embree

We recommend to use CMake to build Embree. Do not enable fast-math optimizations; these might break Embree.

Linux and macOS

To compile Embree you need a modern C++ compiler that supports C++11. Embree is tested with Intel® Compiler 17.0 (Update 1), Intel® Compiler 16.0 (Update 1), Clang 3.8.0 (supports AVX2), Clang 4.0.0 (supports AVX512) and GCC 5.4.0. If the GCC that comes with your Fedora/Red Hat/CentOS distribution is too old then you can run the provided script scripts/install_linux_gcc.sh to locally install a recent GCC into $HOME/devtools-2.

Embree supports using the Intel® Threading Building Blocks (TBB) as the tasking system. For performance and flexibility reasons we recommend to use Embree with the Intel® Threading Building Blocks (TBB) and best also use TBB inside your application. Optionally you can disable TBB in Embree through the EMBREE_TASKING_SYSTEM CMake variable.

Embree supports the Intel® SPMD Program Compiler (ISPC), which allows straightforward parallelization of an entire renderer. If you do not want to use ISPC then you can disable EMBREE_ISPC_SUPPORT in CMake. Otherwise, download and install the ISPC binaries (we have tested ISPC version 1.9.1) from ispc.github.io. After installation, put the path to ispc permanently into your PATH environment variable or you need to correctly set the ISPC_EXECUTABLE variable during CMake configuration.

You additionally have to install CMake 2.8.11 or higher and the developer version of GLUT.

Under macOS, all these dependencies can be installed using MacPorts:

sudo port install cmake tbb-devel glfw-devel

Depending on your Linux distribution you can install these dependencies using yum or apt-get. Some of these packages might already be installed or might have slightly different names.

Type the following to install the dependencies using yum:

sudo yum install cmake
sudo yum install tbb-devel
sudo yum install glfw-devel

Type the following to install the dependencies using apt-get:

sudo apt-get install cmake-curses-gui
sudo apt-get install libtbb-dev
sudo apt-get install libglfw3-dev

Finally you can compile Embree using CMake. Create a build directory inside the Embree root directory and execute ccmake .. inside this build directory.

mkdir build
cd build
ccmake ..

Per default CMake will use the compilers specified with the CC and CXX environment variables. Should you want to use a different compiler, run cmake first and set the CMAKE_CXX_COMPILER and CMAKE_C_COMPILER variables to the desired compiler. For example, to use the Intel® Compiler instead of the default GCC on most Linux machines (g++ and gcc), execute

cmake -DCMAKE_CXX_COMPILER=icpc -DCMAKE_C_COMPILER=icc ..

Similarly, to use Clang set the variables to clang++ and clang, respectively. Note that the compiler variables cannot be changed anymore after the first run of cmake or ccmake.

Running ccmake will open a dialog where you can perform various configurations as described below in [CMake Configuration]. After having configured Embree, press c (for configure) and g (for generate) to generate a Makefile and leave the configuration. The code can be compiled by executing make.

make

The executables will be generated inside the build folder. We recommend to finally install the Embree library and header files on your system. Therefore set the CMAKE_INSTALL_PREFIX to /usr in cmake and type:

sudo make install

If you keep the default CMAKE_INSTALL_PREFIX of /usr/local then you have to make sure the path /usr/local/lib is in your LD_LIBRARY_PATH.

You can also uninstall Embree again by executing:

sudo make uninstall

If you cannot install Embree on your system (e.g. when you don't have administrator rights) you need to add embree_root_directory/build to your LD_LIBRARY_PATH.

Windows

Embree is tested under Windows using the Visual Studio 2017, Visual Studio 2015 (Update 1) compiler (Win32 and x64), Visual Studio 2013 (Update 5) compiler (Win32 and x64), Intel® Compiler 17.0 (Update 1) (Win32 and x64), Intel® Compiler 16.0 (Update 1) (Win32 and x64), and Clang 3.9 (Win32 and x64). Using the Visual Studio 2015 compiler, Visual Studio 2013 compiler, Intel® Compiler, and Clang you can compile Embree for AVX2. To compile Embree for AVX-512 you have to use the Intel® Compiler.

Embree supports using the Intel® Threading Building Blocks (TBB) as the tasking system. For performance and flexibility reasons we recommend to use Embree with the Intel® Threading Building Blocks (TBB) and best also use TBB inside your application. Optionally you can disable TBB in Embree through the EMBREE_TASKING_SYSTEM CMake variable.

Embree will either find the Intel® Threading Building Blocks (TBB) installation that comes with the Intel® Compiler, or you can install the binary distribution of TBB directly from www.threadingbuildingblocks.org into a folder named tbb into your Embree root directory. You also have to make sure that the libraries tbb.dll and tbb_malloc.dll can be found when executing your Embree applications, e.g. by putting the path to these libraries into your PATH environment variable.

Embree supports the Intel® SPMD Program Compiler (ISPC), which allows straightforward parallelization of an entire renderer. When installing ISPC, make sure to download an ISPC version from ispc.github.io that is compatible with your Visual Studio version. There are two ISPC versions, one for Visual Studio 2013 and earlier, and one for Visual Studio 2015 and later. When using the wrong ISPC version you will get link errors. After installation, put the path to ispc.exe permanently into your PATH environment variable or you need to correctly set the ISPC_EXECUTABLE variable during CMake configuration. We have tested ISPC version 1.9.1. If you do not want to use ISPC then you can disable EMBREE_ISPC_SUPPORT in CMake.

You additionally have to install CMake (version 2.8.11 or higher). Note that you need a native Windows CMake installation, because CMake under Cygwin cannot generate solution files for Visual Studio.

Using the IDE

Run cmake-gui, browse to the Embree sources, set the build directory and click Configure. Now you can select the Generator, e.g. "Visual Studio 12 2013" for a 32-bit build or "Visual Studio 12 2013 Win64" for a 64-bit build.

To use a different compiler than the Microsoft Visual C++ compiler, you additionally need to specify the proper compiler toolset through the option "Optional toolset to use (-T parameter)". E.g. to use Clang for compilation set the toolset to "LLVM-vs2013", to use the Intel® Compiler 2017 for compilation set the toolset to "Intel C++ Compiler 17.0".

Do not change the toolset manually in a solution file (neither through the project properties dialog, nor through the "Use Intel Compiler" project context menu), because then some compiler specific command line options cannot be set by CMake.

Most configuration parameters described in the [CMake Configuration] can be set under Windows as well. Finally, click "Generate" to create the Visual Studio solution files.

The following CMake options are only available under Windows:

  • CMAKE_CONFIGURATION_TYPE: List of generated configurations. Default value is Debug;Release;RelWithDebInfo.

  • USE_STATIC_RUNTIME: Use the static version of the C/C++ runtime library. This option is turned OFF by default.

Use the generated Visual Studio solution file embree2.sln to compile the project. To build Embree with support for the AVX2 instruction set you need at least Visual Studio 2013 (Update 4).

We recommend enabling syntax highlighting for the .ispc source and .isph header files. To do so open Visual Studio, go to Tools ⇒ Options ⇒ Text Editor ⇒ File Extension and add the isph and ispc extensions for the "Microsoft Visual C++" editor.

Using the Command Line

Embree can also be configured and built without the IDE using the Visual Studio command prompt:

cd path\to\embree
mkdir build
cd build
cmake -G "Visual Studio 12 2013 Win64" ..
cmake --build . --config Release

To use the Intel® Compiler, set the proper toolset, e.g. for Intel Compiler 17.0:

cmake -G "Visual Studio 12 2013 Win64" -T "Intel C++ Compiler 17.0" ..
cmake --build . --config Release

You can also build only some projects with the --target switch. Additional parameters after "--" will be passed to msbuild. For example, to build the Embree library in parallel use

cmake --build . --config Release --target embree -- /m

CMake Configuration

The default CMake configuration in the configuration dialog should be appropriate for most usages. The following list describes all parameters that can be configured in CMake:

  • CMAKE_BUILD_TYPE: Can be used to switch between Debug mode (Debug), Release mode (Release) (default), and Release mode with enabled assertions and debug symbols (RelWithDebInfo).

  • EMBREE_STACK_PROTECTOR: Enables protection of return address from buffer overwrites. This option is OFF by default.

  • EMBREE_ISPC_SUPPORT: Enables ISPC support of Embree. This option is ON by default.

  • EMBREE_STATIC_LIB: Builds Embree as a static library (OFF by default). When using the statically compiled Embree library, you have to define ENABLE_STATIC_LIB before including rtcore.h in your application. Further multiple static libraries are generated for the different ISAs selected (e.g. embree3.a, embree3_sse42.a, embree3_avx.a, embree3_avx2.a, embree3_avx512knl.a, embree3_avx512skx.a). You have to link these libraries in exactly this order of increasing ISA.

  • EMBREE_IGNORE_CMAKE_CXX_FLAGS: When enabled, Embree ignores default CMAKE_CXX_FLAGS. This option is turned ON by default.

  • EMBREE_TUTORIALS: Enables build of Embree tutorials (default ON).

  • EMBREE_BACKFACE_CULLING: Enables backface culling, i.e. only surfaces facing a ray can be hit. This option is turned OFF by default.

  • EMBREE_FILTER_FUNCTION: Enables the intersection filter function feature (ON by default).

  • EMBREE_RAY_MASK: Enables the ray masking feature (OFF by default).

  • EMBREE_RAY_PACKETS: Enables ray packet traversal kernels. This feature is turned ON by default. When turned on packet traversal is used internally and packets passed to rtcIntersect4/8/16 are kept intact in callbacks (when the ISA of appropiate width is enabled).

  • EMBREE_IGNORE_INVALID_RAYS: Makes code robust against the risk of full-tree traversals caused by invalid rays (e.g. rays containing INF/NaN as origins). This option is turned OFF by default.

  • EMBREE_TASKING_SYSTEM: Chooses between Intel® Threading TBB Building Blocks (TBB), Parallel Patterns Library (PPL) (Windows only), or an internal tasking system (INTERNAL). By default TBB is used.

  • EMBREE_MAX_ISA: Select highest supported ISA (SSE2, SSE4.2, AVX, AVX2, AVX512KNL, AVX512SKX, or NONE). When set to NONE the EMBREE_ISA_* variables can be used to enable ISAs individually. By default the option is set to AVX2.

  • EMBREE_ISA_SSE2: Enables SSE2 when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_ISA_SSE42: Enables SSE4.2 when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_ISA_AVX: Enables AVX when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_ISA_AVX2: Enables AVX2 when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_ISA_AVX512KNL: Enables AVX-512 for Xeon Phi when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_ISA_AVX512SKX: Enables AVX-512 for Skylake when EMBREE_MAX_ISA is set to NONE. By default this option is turned OFF.

  • EMBREE_GEOMETRY_TRIANGLE: Enables support for trianglegeometries (ON by default).

  • EMBREE_GEOMETRY_QUAD: Enables support for quad geometries (ON by default).

  • EMBREE_GEOMETRY_CURVE: Enables support for curve geometries (ON by default).

  • EMBREE_GEOMETRY_SUBDIVISION: Enables support for subdivision geometries (ON by default).

  • EMBREE_GEOMETRY_INSTANCE: Enables support for instances (ON by default).

  • EMBREE_GEOMETRY_USER: Enables support for user defined geometries (ON by default).

  • EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR: Specifies a factor that controls the self intersection avoidance feature for flat curves. Flat curve intersections which are closer than curve_radius*EMBREE_CURVE_SELF_INTERSECTION_AVOIDANCE_FACTOR to the ray origin are ignored. A value of 0.0f disables self intersection avoidance while 2.0f is the default value.

Using Embree

The most convenient way of using Embree is through CMake. Just let CMake find Embree using the FIND_PACKAGE function inside your CMakeLists.txt file:

 FIND_PACKAGE(embree 3.0 REQUIRED)

If you installed Embree using the Linux RPM or macOS PKG installer, this will automatically find Embree. If you used the zip or tar.gz files to extract Embree, you need to set the embree_DIR variable to the folder you extracted Embree to. If you used the Windows MSI installer, you need to set embree_DIR to point to the Embree install location (e.g. C:\Program Files\Intel\Embree3).

The FIND_PACKAGE CMake function will set the EMBREE_INCLUDE_DIRS variable to point to the directory containing the Embree headers. You should add this folder to the include directories of your build:

INCLUDE_DIRECTORIES(${EMBREE_INCLUDE_DIRS})

Further, the EMBREE_LIBRARY variable will point to the Embree library to link against. Link against Embree the following way:

TARGET_LINK_LIBRARIES(application ${EMBREE_LIBRARY})

Now please have a look at the Embree Tutorials source code and the Embree API section to get started.

Embree API

The Embree API is a low-level C99 ray tracing API which can be used to construct 3D scenes and perform ray queries of different types inside these scenes. All API calls carry the prefix rtc (or RTC for types) which stands for ray tracing core.

The API also exists in an ISPC version, which is almost identical but contains additional functions that operate on ray packets with a size of the native SIMD width used by ISPC. For simplicity this document refers to the C99 version of the API functions. For changes when upgrading from the Embree 2 to the current Embree 3 API see Section [Upgrading from Embree 2 to Embree 3].

The API supports scenes consisting of different geometry types such as triangle meshes, quad meshes (triangle pairs), grid meshes, flat curves, round curves, oriented curves, subdivision meshes, instances, and user-defined geometries. See Section [Scene Object] for more information.

Finding the closest hit of a ray segment with the scene (rtcIntersect-type functions), and determining whether any hit between a ray segment and the scene exists (rtcOccluded-type functions) are both supported. The API supports queries for single rays, ray packets, and ray streams. See Section [Ray Queries] for more information.

The API is designed in an object-oriented manner, e.g. it contains device objects (RTCDevice type), scene objects (RTCScene type), geometry objects (RTCGeometry type), buffer objects (RTCBuffer type), and BVH objects (RTCBVH type). All objects are reference counted, and handles can be released by calling the appropriate release function (e.g. rtcReleaseDevice) or retained by incrementing the reference count (e.g. rtcRetainDevice). In general, API calls that access the same object are not thread-safe, unless specified differently. However, attaching geometries to the same scene and performing ray queries in a scene is thread-safe.

Device Object

Embree supports a device concept, which allows different components of the application to use the Embree API without interfering with each other. An application typically first creates a device using the [rtcNewDevice] function. This device can then be used to construct further objects, such as scenes and geometries. Before the application exits, it should release all devices by invoking [rtcReleaseDevice]. An application typically creates only a single device. If required differently, it should only use a small number of devices at any given time.

Each user thread has its own error flag per device. If an error occurs when invoking an API function, this flag is set to an error code (if it isn't already set by a previous error). See Section [rtcGetDeviceError] for information on how to read the error code and Section [rtcSetDeviceErrorFunction] on how to register a callback that is invoked for each error encountered. It is recommended to always set a error callback function, to detect all errors.

Scene Object

A scene is a container for a set of geometries, and contains a spatial acceleration structure which can be used to perform different types of ray queries.

A scene is created using the rtcNewScene function call, and released using the rtcReleaseScene function call. To populate a scene with geometries use the rtcAttachGeometry call, and to detach them use the rtcDetachGeometry call. Once all scene geometries are attached, an rtcCommitScene call (or rtcJoinCommitScene call) will finish the scene description and trigger building of internal data structures. After the scene got committed, it is safe to perform ray queries (see Section [Ray Queries]) or to query the scene bounding box (see [rtcGetSceneBounds] and [rtcGetSceneLinearBounds]).

If scene geometries get modified or attached or detached, the rtcCommitScene call must be invoked before performing any further ray queries for the scene; otherwise the effect of the ray query is undefined. The modification of a geometry, committing the scene, and tracing of rays must always happen sequentially, and never at the same time.

Scene flags can be used to configure a scene to use less memory (RTC_SCENE_FLAG_COMPACT), use more robust traversal algorithms (RTC_SCENE_FLAG_ROBUST), and to optimize for dynamic content. See Section [rtcSetSceneFlags] for more details.

A build quality can be specified for a scene to balance between acceleration structure build performance and ray query performance. See Section [rtcSetSceneBuildQuality] for more details on build quality.

Geometry Object

A new geometry is created using the rtcNewGeometry function. Depending on the geometry type, different buffers must be bound (e.g. using rtcSetSharedGeometryBuffer) to set up the geometry data. In most cases, binding of a vertex and index buffer is required. The number of primitives and vertices of that geometry is typically inferred from the size of these bound buffers.

Changes to the geometry always must be committed using the rtcCommitGeometry call before using the geometry. After committing, a geometry is not included in any scene. A geometry can be added to a scene by using the rtcAttachGeometry function (to automatically assign a geometry ID) or using the rtcAttachGeometryById function (to specify the geometry ID manually). A geometry can only be attached to a single scene at a time.

All geometry types support multi-segment motion blur with an arbitrary number of equidistant time steps (in the range of 2 to 129) inside a user specified time range. Each geometry can have a different number of time steps and a different time range. The motion blur geometry is defined by linearly interpolating the geometries of neighboring time steps. To construct a motion blur geometry, first the number of time steps of the geometry must be specified using the rtcSetGeometryTimeStepCount function, and then a vertex buffer for each time step must be bound, e.g. using the rtcSetSharedGeometryBuffer function. Optionally, a time range defining the start (and end time) of the first (and last) time step can be set using the rtcSetGeometryTimeRange function. This feature will also allow geometries to appear and disappear during the camera shutter time if the time range is a sub range of [0,1].

The API supports per-geometry filter callback functions (see rtcSetGeometryIntersectFilterFunction and rtcSetGeometryOccludedFilterFunction) that are invoked for each intersection found during the rtcIntersect-type or rtcOccluded-type calls. The former ones are called geometry intersection filter functions, the latter ones geometry occlusion filter functions. These filter functions are designed to be used to ignore intersections outside of a user-defined silhouette of a primitive, e.g. to model tree leaves using transparency textures.

Ray Queries

The API supports finding the closest hit of a ray segment with the scene (rtcIntersect-type functions), and determining whether any hit between a ray segment and the scene exists (rtcOccluded-type functions).

Supported are single ray queries (rtcIntersect1 and rtcOccluded1) as well as ray packet queries for ray packets of size 4 (rtcIntersect4 and rtcOccluded4), ray packets of size 8 (rtcIntersect8 and rtcOccluded8), and ray packets of size 16 (rtcIntersect16 and rtcOccluded16).

Ray streams in a variety of layouts are supported as well, such as streams of single rays (rtcIntersect1M and rtcOccluded1M), streams of pointers to single rays (rtcIntersect1p and rtcOccluded1p), streams of ray packets (rtcIntersectNM and rtcOccludedNM), and large packet-like streams in structure of pointer layout (rtcIntersectNp and rtcOccludedNp).

See Sections [rtcIntersect1] and [rtcOccluded1] for a detailed description of how to set up and trace a ray.

See tutorial Triangle Geometry for a complete example of how to trace single rays and ray packets. Also have a look at the tutorial Stream Viewer for an example of how to trace ray streams.

Miscellaneous

A context filter function, which can be set per ray query is supported (see rtcInitIntersectContext). This filter function is designed to change the semantics of the ray query, e.g. to accumulate opacity for transparent shadows, count the number of surfaces along a ray, collect all hits along a ray, etc.

The internal algorithms to build a BVH are exposed through the RTCBVH object and rtcBuildBVH call. This call makes it possible to build a BVH in a user-specified format over user-specified primitives. See the documentation of the rtcBuildBVH call for more details.

For getting the most performance out of Embree, see the Section [Performance Recommendations].

Upgrading from Embree 2 to Embree 3

We decided to introduce an improved API in Embree 3 that is not backward compatible with the Embree 2 API. This step was required to remove various deprecated API functions that accumulated over time, improve extensibility of the API, fix suboptimal design decisions, fix design mistakes (such as incompatible single ray and ray packet layouts), clean up inconsistent naming, and increase flexibility.

To make porting to the new API easy, we provide a conversion script that can do most of the work, and will annotate the code with remaining changes required. The script can be invoked the following way for CPP files:

./scripts/cpp-patch.py --patch embree2_to_embree3.patch
  --in infile.cpp --out outfile.cpp

When invoked for ISPC files, add the --ispc option:

./scripts/cpp-patch.py --ispc --patch embree2_to_embree3.patch
  --in infile.ispc --out outfile.ispc

Apply the script to each source file of your project that contains Embree API calls or types. The input file and output file can also be identical to perform the patch in-place. Please always backup your original code before running the script, and inspect the code changes done by the script using diff (e.g. git diff), to make sure no undesired code locations got changed. Grep the code for comments containing EMBREE_FIXME and perform the action described in the comment.

The following changes need to be performed when switching from Embree 2 to Embree 3. Most of these changes are automatically done by the script if not described differently.

We strongly recommend to set an error callback function (see rtcSetDeviceErrorFunction) when porting to Embree 3 to detect all runtime errors early.

Device

  • rtcInit and rtcExit got removed. Please use the device concept using the rtcNewDevice and rtcReleaseDevice functions instead.

  • Functions that conceptually should operate on a device but did not get a device argument got removed. The upgrade script replaces these functions by the proper functions that operate on a device, however, manually propagating the device handle to these function calls might still be required.

Scene

  • The API no longer distinguishes between a static and a dynamic scene. Some users had issues as they wanted to do minor modifications to static scenes, but maintain high traversal performance.

    The new approach gives more flexibility, as each scene is changeable, and build quality settings can be changed on a commit basis to balance between build performance and render performance.

  • The rtcCommitThread function got removed; use rtcJoinCommitScene instead.

  • The scene now supports different build quality settings. Please use those instead of the previous way of RTC_SCENE_STATIC, RTC_SCENE_DYNAMIC, and RTC_SCENE_HIGH_QUALITY flags.

Geometry

  • There is now only one rtcNewGeometry function to create geometries which gets passed an enum to specify the type of geometry to create. The number of vertices and primitives of the geometries is inferred from the size of data buffers.

  • We introduced an object type RTCGeometry for all geometries. Previously a geometry was not a standalone object and could only exist inside a scene. The new approach comes with more flexibility and more readable code.

    Operations like rtcInterpolate can now be performed on the geometry object directly without the need of a scene. Further, an application can choose to create its geometries independent of a scene, e.g. each time a geometry node is added to its scene graph.

    This modification changed many API functions to get passed one RTCGeometry object instead of a RTCScene and geomID. The script does all required changed automatically. However, in some cases the script may introduce rtcGetGeometry(scene, geomID) calls to retrieve the geometry handle. Best store the geometry handle inside your scene representation (and release it in the destructor) and access the handle directly instead of calling rtcGetGeometry.

  • Geometries are not included inside a scene anymore but can be attached to a single scene using the rtcAttachGeomety or rtcAttachGeometryByID functions.

  • As geometries are separate objects, commit semantics got introduced for them too. Thus geometries must be committed through the rtcCommitGeometry call before getting used. This allows for earlier error checking and pre-calculating internal data per geometry object.

    Such commit points were previously not required in the Embree 2 API. The upgrade script attempts to insert the commits automatically, but cannot do so properly under all circumstances. Thus please check if every rtcCommitGeometry call inserted by the script is properly placed, and if a rtcCommitGeometry call is placed after a sequence of changes to a geometry.

  • Only the latest version of the previous displacement function call (RTCDisplacementFunc2) is now supported, and the callback is passed as a structure containing all arguments.

  • The deprecated RTCBoundaryMode type and rtcSetBoundaryMode function got removed and replaced by RTCSubdivisionMode enum and the rtcSetGeometrySubdivisionMode function. The script does this replacement automatically.

  • Ribbon curves and lines now avoid self-intersections automatically The application can be simplified by removing special code paths that previously did the self-intersection handling.

  • The previous Embree 2 way of instancing was suboptimal as it required user geometries to update the instID field of the ray differently when used inside an instanced scene or inside a top-level scene. The user geometry intersection code now just has to copy the context.instID field into the ray.instID field to function properly under all circumstances.

  • The internal instancing code will update the context.instID field properly when entering or leaving an instance. When instancing is implemented manually through user geometries, the code must be modified to set the context.instID field properly and no longer pass instID through the ray. This change must done manually and cannot be performed by the script.

  • We flipped the direction of the geometry normal to the widely used convention that a shape with counter-clockwise layout of vertices has the normal pointing upwards (right-hand rule). Most modeling tools follow that convention.

    The conversion script does not perform this change, thus if required adjust your code to flip Ng for triangle, quad, and subdivision surfaces.

Buffers

  • With Embree 3 we are introducing explicit RTCBuffer objects. However, you can still use the short way of sharing buffers with Embree through the rtcSetSharedGeometryBuffer call.

  • The rtcMapBuffer and rtcUnmapBuffer API calls were removed, and we added the rtcGetBufferData call instead.

    Previously the rtcMapBuffer call had the semantics of creating an internal buffer when no buffer was shared for the corresponding buffer slot. These invocations of rtcMapBuffer must be replaced by an explicit creation of an internally managed buffer using the rtcNewGeometryBuffer function.

    The upgrade script cannot always detect if the rtcMapBuffer call would create an internal buffer or just map the buffer pointer. Thus check whether the rtcNewGeometryBuffer and rtcGetBufferData calls are correct after the conversion.

  • The rtcUpdateGeometryBuffer function now must be called for every buffer that got modified by the application. Note that the conversion script cannot automatically detect each location where a buffer update is now required.

  • The buffer type no longer encodes the time step or user vertex buffer index. Now RTC_VERTEX_BUFFER_TYPE and additional slot specifies the vertex buffer for a specific time step, and RTC_USER_VERTEX_BUFFER_TYPE and additional slot specifies a vertex attribute.

Miscellaneous

  • The header files for Embree 3 are now inside the embree3 folder (instead of embree2 folder) and libembree.so is now called libembree3.so to be able to install multiple Embree versions side by side. We made the headers C99 compliant.

  • All API objects are now reference counted with release functions to decrement and retain functions to increment the reference count (if required).

  • Most callback functions no longer get different arguments as input, but a pointer to a structure containing all arguments. This results in more readable code, faster callback invocation (as some arguments do not change between invocations) and is extensible, as new members to the structure can be later added in a backward compatible way (if required).

    The conversion script can convert the definition and declaration of the old callback functions in most cases. Before running the script, make sure that you never type-cast a callback function when assigning it (as this has the danger of assigning a callback function with a wrong type if the conversion did not detect some callbacks as such). If the script does not detect a callback function, make sure the argument types match exactly the types in the header (e.g. write const int instead of int const or convert the callback manually).

  • An intersection context is now required for each ray query invocation. The context should be initialized using the rtcInitIntersectContext function.

  • The rtcIntersect-type functions get as input an RTCRayHit type, which is similar to before, but has the ray and hit parts split into two sub-structures.

    The rtcOccluded-type functions get as input an RTCRay type, which does not contain hit data anymore. When an occlusion is found, the tfar element of the ray is set to -inf.

    Required code changes cannot be done by the upgrade script and need to be done manually.

  • The ray layout for single rays and packets of rays had certain incompatibilities (alignment of org and dir for single rays caused gaps in the single ray layout that were not in the ray packet layout). This issue never showed up because single rays and ray packets were separate in the system initially. This layout issue is now fixed, and a single ray has the same layout as a ray packet of size 1.

  • Previously Embree supported placing additional data at the end of the ray structure, and accessing that data inside user geometry callbacks and filter callback functions.

    With Embree 3 this is no longer supported, and the ray passed to a callback function may be copied to a different memory location. To attach additional data to your ray, simply extend the intersection context with a pointer to that data.

    This change cannot be done by the script. Further, code will still work if you extend the ray as the implementation did not change yet.

  • The ray structure now contains an additional id and flags field. The id can be used to store the index of the ray with respect to a ray packet or ray stream. The flags is reserved for future use, and currently must be set to 0.

  • All previous intersection filter callback variants have been removed, except for the RTCFilterFuncN which gets a varying size ray packet as input. The semantics of this filter function type have changed from copying the hit on acceptance to clearing the ray's valid argument in case of non-acceptance. This way, chaining multiple filters is more efficient.

    We kept the guarantee that for rtcIntersect1/4/8/16 and rtcOccluded1/4/8/16 calls the packet size and ray order will not change from the initial size and ordering when entering a filter callback.

  • We no longer export ISPC-specific symbols. This has the advantage that certain linking issues went away, e.g. it is now possible to link an ISPC application compiled for any combination of ISAs, and link this to an Embree library compiled with a different set of ISAs. Previously the ISAs of the application had to be a subset of the ISAs of Embree, and when the user enabled exactly one ISA, they had to do this in Embree and the application.

  • We no longer export the ISPC tasking system, which means that the application has the responsibility to implement the ISPC tasking system itself. ISPC comes with example code on how to do this. This change is not performed by the script and must be done manually.

  • Fixed many naming inconsistencies, and changed names of further API functions. All these renamings are properly done by the script and need no further attention.

Embree API Reference

rtcNewDevice

rtcRetainDevice

rtcReleaseDevice

rtcGetDeviceProperty

rtcGetDeviceError

rtcSetDeviceErrorFunction

rtcSetDeviceMemoryMonitorFunction

rtcNewScene

rtcRetainScene

rtcReleaseScene

rtcAttachGeometry

rtcAttachGeometryByID

rtcDetachGeometry

rtcGetGeometry

rtcCommitScene

rtcJoinCommitScene

rtcSetSceneProgressMonitorFunction

rtcSetSceneBuildQuality

rtcSetSceneFlags

rtcGetSceneFlags

rtcGetSceneBounds

rtcGetSceneLinearBounds

rtcNewGeometry

RTC_GEOMETRY_TYPE_TRIANGLE

RTC_GEOMETRY_TYPE_QUAD

RTC_GEOMETRY_TYPE_GRID

RTC_GEOMETRY_TYPE_SUBDIVISION

RTC_GEOMETRY_TYPE_CURVE

RTC_GEOMETRY_TYPE_USER

RTC_GEOMETRY_TYPE_INSTANCE

rtcRetainGeometry

rtcReleaseGeometry

rtcCommitGeometry

rtcEnableGeometry

rtcDisableGeometry

rtcSetGeometryTimeStepCount

rtcSetGeometryTimeRange

rtcSetGeometryVertexAttributeCount

rtcSetGeometryMask

rtcSetGeometryBuildQuality

rtcSetGeometryBuffer

rtcSetSharedGeometryBuffer

rtcSetNewGeometryBuffer

rtcGetGeometryBufferData

rtcUpdateGeometryBuffer

rtcSetGeometryIntersectFilterFunction

rtcSetGeometryOccludedFilterFunction

rtcFilterIntersection

rtcFilterOcclusion

rtcSetGeometryUserData

rtcGetGeometryUserData

rtcSetGeometryUserPrimitiveCount

rtcSetGeometryBoundsFunction

rtcSetGeometryIntersectFunction

rtcSetGeometryOccludedFunction

rtcSetGeometryInstancedScene

rtcSetGeometryTransform

rtcGetGeometryTransform

rtcSetGeometryTessellationRate

rtcSetGeometryTopologyCount

rtcSetGeometrySubdivisionMode

rtcSetGeometryVertexAttributeTopology

rtcSetGeometryDisplacementFunction

rtcGetGeometryFirstHalfEdge

rtcGetGeometryFace

rtcGetGeometryNextHalfEdge

rtcGetGeometryPreviousHalfEdge

rtcGetGeometryOppositeHalfEdge

rtcInterpolate

rtcInterpolateN

rtcNewBuffer

rtcNewSharedBuffer

rtcRetainBuffer

rtcReleaseBuffer

rtcGetBufferData

RTCRay

RTCHit

RTCRayHit

RTCRayN

RTCHitN

RTCRayHitN

rtcInitIntersectContext

rtcIntersect1

rtcOccluded1

rtcIntersect4/8/16

rtcOccluded4/8/16

rtcIntersect1M

rtcOccluded1M

rtcIntersect1Mp

rtcOccluded1Mp

rtcIntersectNM

rtcOccludedNM

rtcIntersectNp

rtcOccludedNp

rtcNewBVH

rtcRetainBVH

rtcReleaseBVH

rtcBuildBVH

Performance Recommendations

MXCSR control and status register

It is strongly recommended to have the Flush to Zero and Denormals are Zero mode of the MXCSR control and status register enabled for each thread before calling the rtcIntersect-type and rtcOccluded-type functions. Otherwise, under some circumstances special handling of denormalized floating point numbers can significantly reduce application and Embree performance. When using Embree together with the Intel® Threading Building Blocks, it is sufficient to execute the following code at the beginning of the application main thread (before the creation of the tbb::task_scheduler_init object):

#include <xmmintrin.h>
#include <pmmintrin.h>
...
_MM_SET_FLUSH_ZERO_MODE(_MM_FLUSH_ZERO_ON);
_MM_SET_DENORMALS_ZERO_MODE(_MM_DENORMALS_ZERO_ON);

If using a different tasking system, make sure each rendering thread has the proper mode set.

Thread Creation and Affinity Settings

Tasking systems like TBB create worker threads on demand, which will add a runtime overhead for the very first rtcCommitScene call. In case you want to benchmark the scene build time, you should start the threads at application startup. You can let Embree start TBB threads by passing start_threads=1 to the cfg parameter of rtcNewDevice.

On machines with a high thread count (e.g. dual-socket Xeon or Xeon Phi machines), affinitizing TBB worker threads increases build and rendering performance. You can let Embree affinitize TBB worker threads by passing set_affinity=1 to the cfg parameter of rtcNewDevice. By default, threads are not affinitized by Embree with the exception of Xeon Phi Processors where they are affinitized by default.

All Embree tutorials automatically start and affinitize TBB worker threads by passing start_threads=1,set_affinity=1 to rtcNewDevice.

Fast Coherent Rays

For getting the highest performance for highly coherent rays, e.g. primary or hard shadow rays, it is recommended to use packets or streams of single rays/packets with setting the RTC_INTERSECT_CONTEXT_FLAG_COHERENT flag in the RTCIntersectContext passed to the rtcIntersect/rtcOccluded calls. The total number of rays in a coherent stream of ray packets should be around 64, e.g. 8 times 8-wide packets, or 4 times 16-wide packets. The rays inside each packet should be grouped as coherent as possible.

Huge Page Support

It is recommended to use huge pages under Linux to increase rendering performance. Embree supports 2MB huge pages under Windows, Linux, and macOS. Under Linux huge page support is enabled by default, and under Windows and macOS disabled by default. Huge page support can be enabled in Embree by passing hugepages=1 to rtcNewDevice or disabled by passing hugepages=0 to rtcNewDevice.

We recommend using 2MB huge pages with Embree under Linux as this improves ray tracing performance by about 5-10%. Under Windows using huge pages requires the application to run in elevated mode which is a security issue, thus likely not an option for most use cases. Under macOS huge pages are rarely available as memory tends to get quickly fragmented, thus we do not recommend using huge pages on macOS.

Huge Pages under Linux

Linux supports transparent huge pages and explicit huge pages. To enable transparent huge page support under Linux, execute the following as root:

echo always > /sys/kernel/mm/transparent_hugepage/enabled

When transparent huge pages are enabled, the kernel tries to merge 4KB pages to 2MB pages when possible as a background job. Many Linux distributions have transparent huge pages enabled by default. See the following webpage for more information on transparent huge pages under Linux. In this mode each application, including your rendering application based on Embree, will automatically tend to use huge pages.

Using transparent huge pages, the transitioning from 4KB to 2MB pages might take some time. For that reason Embree also supports allocating 2MB pages directly when a huge page pool is configured. Such a pool can be configured by writing some number of huge pages to allocate to /proc/sys/vm/nr_overcommit_hugepages as root user. E.g. to configure 2GB of address space for huge page allocation, execute the following as root:

echo 1000 > /proc/sys/vm/nr_overcommit_hugepages

See the following webpage for more information on huge pages under Linux.

Huge Pages under Windows

To use huge pages under Windows, the current user must have the "Lock pages in memory" (SeLockMemoryPrivilege) assigned. This can be configured through the "Local Security Policy" application, by adding a user to "Local Policies" -> "User Rights Assignment" -> "Lock pages in memory". You have to log out and in again for this change to take effect.

Further, your application must be executed as an elevated process ("Run as administrator") and the "SeLockMemoryPrivilege" must be explicitly enabled by your application. Example code on how to enable this privilege can be found in the "common/sys/alloc.cpp" file of Embree. Alternatively, Embree will try to enable this privilege when passing enable_selockmemoryprivilege=1 to rtcNewDevice. Further, huge pages should be enabled in Embree by passing hugepages=1 to rtcNewDevice.

When the system has been running for a while, physical memory gets fragmented, which can slow down the allocation of huge pages significantly under Windows.

Huge Pages under macOS

To use huge pages under macOS you have to pass hugepages=1 to rtcNewDevice to enable that feature in Embree.

When the system has been running for a while, physical memory gets quickly fragmented, and causes huge page allocations to fail. For this reason, huge pages are not very useful under macOS in practice.

Avoid store-to-load forwarding issues with single rays

We recommend to use a single SSE store to set up the org and tnear components, and a single SSE store to set up the dir and time components of a single ray (RTCRay type). Storing these values using scalar stores causes a store-to-load forwarding penalty because Embree is reading these components using SSE loads later on.

Embree Tutorials

Embree comes with a set of tutorials aimed at helping users understand how Embree can be used and extended. All tutorials exist in an ISPC and C++ version to demonstrate the two versions of the API. Look for files named tutorialname_device.ispc for the ISPC implementation of the tutorial, and files named tutorialname_device.cpp for the single ray C++ version of the tutorial. To start the C++ version use the tutorialname executables, to start the ISPC version use the tutorialname_ispc executables. All tutorials can print available command line options using the --help command line parameter.

For all tutorials, you can select an initial camera using the --vp (camera position), --vi (camera look-at point), --vu (camera up vector), and --fov (vertical field of view) command line parameters:

./triangle_geometry --vp 10 10 10 --vi 0 0 0

You can select the initial window size using the --size command line parameter, or start the tutorials in full screen using the --fullscreen parameter:

./triangle_geometry --size 1024 1024
./triangle_geometry --fullscreen

The initialization string for the Embree device (rtcNewDevice call) can be passed to the ray tracing core through the --rtcore command line parameter, e.g.:

./triangle_geometry --rtcore verbose=2,threads=1

The navigation in the interactive display mode follows the camera orbit model, where the camera revolves around the current center of interest. With the left mouse button you can rotate around the center of interest (the point initially set with --vi). Holding Control pressed while clicking the left mouse button rotates the camera around its location. You can also use the arrow keys for navigation.

You can use the following keys:

F1 : Default shading

F2 : Gray EyeLight shading

F3 : Traces occlusion rays only.

F4 : UV Coordinate visualization

F5 : Geometry normal visualization

F6 : Geometry ID visualization

F7 : Geometry ID and Primitive ID visualization

F8 : Simple shading with 16 rays per pixel for benchmarking.

F9 : Switches to render cost visualization. Pressing again reduces brightness.

F10 : Switches to render cost visualization. Pressing again increases brightness.

f : Enters or leaves full screen mode.

c : Prints camera parameters.

ESC : Exits the tutorial.

q : Exits the tutorial.

Triangle Geometry

This tutorial demonstrates the creation of a static cube and ground plane using triangle meshes. It also demonstrates the use of the rtcIntersect1 and rtcOccluded1 functions to render primary visibility and hard shadows. The cube sides are colored based on the ID of the hit primitive.

Dynamic Scene

This tutorial demonstrates the creation of a dynamic scene, consisting of several deforming spheres. Half of the spheres use the RTC_BUILD_QUALITY_REFIT geometry build quality, which allows Embree to use a refitting strategy for these spheres, the other half uses the RTC_BUILD_QUALITY_LOW geometry build quality, causing a high performance rebuild of their spatial data structure each frame. The spheres are colored based on the ID of the hit sphere geometry.

User Geometry

This tutorial shows the use of user-defined geometry, to re-implement instancing, and to add analytic spheres. A two-level scene is created, with a triangle mesh as ground plane, and several user geometries that instance other scenes with a small number of spheres of different kinds. The spheres are colored using the instance ID and geometry ID of the hit sphere, to demonstrate how the same geometry instanced in different ways can be distinguished.

Viewer

This tutorial demonstrates a simple OBJ viewer that traces primary visibility rays only. A scene consisting of multiple meshes is created, each mesh sharing the index and vertex buffer with the application. It also demonstrates how to support additional per-vertex data, such as shading normals.

You need to specify an OBJ file at the command line for this tutorial to work:

./viewer -i model.obj

Stream Viewer

This tutorial is a simple OBJ viewer that demonstrates the use of ray streams. You need to specify an OBJ file at the command line for this tutorial to work:

./viewer_stream -i model.obj

Instanced Geometry

This tutorial demonstrates the in-build instancing feature of Embree, by instancing a number of other scenes built from triangulated spheres. The spheres are again colored using the instance ID and geometry ID of the hit sphere, to demonstrate how the same geometry instanced in different ways can be distinguished.

Intersection Filter

This tutorial demonstrates the use of filter callback functions to efficiently implement transparent objects. The filter function used for primary rays lets the ray pass through the geometry if it is entirely transparent. Otherwise, the shading loop handles the transparency properly, by potentially shooting secondary rays. The filter function used for shadow rays accumulates the transparency of all surfaces along the ray, and terminates traversal if an opaque occluder is hit.

Path Tracer

This tutorial is a simple path tracer, based on the viewer tutorial.

You need to specify an OBJ file and light source at the command line for this tutorial to work:

./pathtracer -i model.obj --ambientlight 1 1 1

As example models we provide the "Austrian Imperial Crown" model by Martin Lubich and the "Asian Dragon" model from the Stanford 3D Scanning Repository.

crown.zip

asian_dragon.zip

To render these models execute the following:

./pathtracer -c crown/crown.ecs
./pathtracer -c asian_dragon/asian_dragon.ecs

Hair

This tutorial demonstrates the use of the hair geometry to render a hairball.

Bézier Curves

This tutorial demonstrates the use of the Bézier curve geometry.

Subdivision Geometry

This tutorial demonstrates the use of Catmull-Clark subdivision surfaces.

Displacement Geometry

This tutorial demonstrates the use of Catmull-Clark subdivision surfaces with procedural displacement mapping using a constant edge tessellation level.

Grid Geometry

This tutorial demonstrates the use of the memory efficient grid primitive to handle highly tessellated and displaced geometry.

Motion Blur Geometry

This tutorial demonstrates rendering of motion blur using the multi-segment motion blur feature. Shown is motion blur of a triangle mesh, quad mesh, subdivision surface, line segments, hair geometry, Bézier curves, instantiated triangle mesh where the instance moves, instantiated quad mesh where the instance and the quads move, and user geometry.

The number of time steps used can be configured using the --time-steps <int> and --time-steps2 <int> command line parameters, and the geometry can be rendered at a specific time using the the --time <float> command line parameter.

Interpolation

This tutorial demonstrates interpolation of user-defined per-vertex data.

BVH Builder

This tutorial demonstrates how to use the templated hierarchy builders of Embree to build a bounding volume hierarchy with a user-defined memory layout using a high-quality SAH builder using spatial splits, a standard SAH builder, and a very fast Morton builder.

BVH Access

This tutorial demonstrates how to access the internal triangle acceleration structure build by Embree. Please be aware that the internal Embree data structures might change between Embree updates.

Find Embree

This tutorial demonstrates how to use the FIND_PACKAGE CMake feature to use an installed Embree. Under Linux and macOS the tutorial finds the Embree installation automatically, under Windows the embree_DIR CMake variable must be set to the following folder of the Embree installation: C:\Program Files\Intel\Embree3.

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