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Mitsuba 3
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Mitsuba 3
  • Getting started

Tutorials

  • Rendering tutorials
    • Mitsuba quickstart
    • Editing a scene
    • Rendering from multiple view points
    • Scripting a renderer
    • Polarized rendering
  • Inverse rendering tutorials
    • Gradient-based optimization
    • Forward inverse rendering
    • Caustics optimization
    • Object pose estimation
    • Projective sampling integrators
    • Volumetric inverse rendering
    • Shape optimization
    • Radiance Field Reconstruction (NeRF-like)
    • Polarizer optimization
    • PyTorch and Mitsuba interoperability
  • Other tutorials
    • Deep dive into a BSDF
    • Granular phase function
    • Custom Python plugin

Guides

  • How-to Guides
    • Transformation toolbox
    • Image I/O and manipulation
    • Mesh I/O and manipulation
    • Detailed look at Optimizer
  • Key Topics
    • Choosing variants
    • Scene XML file format
    • Dictionary-based scene format
    • Differences to previous versions
    • Polarization
  • Developer’s Guide
    • Compiling the system
    • Writing documentation
    • Variants in C++
    • C++ Plugins & Macros
    • Testing

References

  • Plugin reference
    • BSDFs
    • Emitters
    • Films
    • Integrators
    • Participating media
    • Phase functions
    • Reconstruction filters
    • Samplers
    • Sensors
    • Shapes
    • Spectra
    • Textures
    • Volumes
  • API reference

Miscellaneous

  • Gallery
  • Mitsuba on WSL 2
  • Porting to Mitsuba 3.6.0
  • Release notes
  • Bibliography
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Rendering tutorials¶

The best place to start is with user-friendly tutorials that will show you how to use Mitsuba 3 with complete, end-to-end examples. The following tutorials cover the basic operations ones might need to know when it comes to rendering with Mitsuba 3:

Mitsuba quickstart
Editing a scene
Rendering from multiple view points
Scripting a renderer
Polarized rendering