POV-Ray : Newsgroups : povray.programming : POV-Ray as WASM module : Re: POV-Ray as WASM module Server Time
10 Nov 2025 17:25:03 EST (-0500)
  Re: POV-Ray as WASM module  
From: Bald Eagle
Date: 10 Nov 2025 15:05:00
Message: <web.69124338d8d72d8f7f81dbac25979125@news.povray.org>
When I was actively working on reproducing Steven Marschner's
"Simulating the structure and texture of solid wood", I noticed that he used
the Mitsuba renderer.
https://www.mitsuba-renderer.org/

So, it seemed to me that if it was easy for his team to add the custom BRDF's
and other parts of the wood texture to the renderer, then that would be
something we'd be seriously interested in drawing inspiration from.

Now, granted, the AI word-soup is awash with generalities, however coupled with
the Mitsuba github repository, it might give us concrete ideas about some
actionable plans for refactoring POV-Ray.

"can you provide an overview of how the mitsuba renderer works?
https://github.com/mitsuba-renderer/mitsuba3 "


architecture and core systems:

---

## 🏗️ High-Level Architecture

**Mitsuba 3** is a modular, research-oriented renderer implemented in C++17,
centered around the **Dr.Jit** Just-In-Time (JIT) compiler. It supports multiple

### Key Components:
- **Core System**: Fundamental math types, structures, utilities.
- **Build System**: Manages plugins and selectable variants via CMake .
- **Plugins**: Encapsulate BSDFs, shapes, emitters, sensors, integrators.
- **Python Bindings**: Full-featured Python interface and JIT compilation,
enabling dynamic scripting and differentiability .

---

## 🌳 Scene Representation

The **Scene** class serves as a unified container for geometry, materials,
emitters, sensors, media, and their acceleration structures .

### Responsibilities:
- Hosts collections of shapes, emitters, sensors, media.
- Functions for ray intersection and visibility testing:
  - `ray_intersect()`, `ray_test()`, and `ray_intersect_preliminary()` for
different use cases .
- Works with multiple acceleration backends (CPU KD-tree, Embree; GPU OptiX) .

---

## 🔦 Rendering Pipeline

The core rendering workflow comprises the following:

1. **Integration**: Integrators perform Monte Carlo sampling and solve light
transport.
2. **Sampling & Ray Generation**: Samplers and sensors generate rays through
pixels.
3. **Ray Tracing**: Ray-scene intersections via the Scene class.
4. **Shading**: BSDFs handle surface-material responses; emitters add radiance.
5. **Accumulation**: Results are aggregated in a Film/ImageBlock and
post-processed .

### Notable Integrator Types:
- `PathIntegrator`, `VolumetricPathIntegrator`, `DirectIntegrator`,
`AOVIntegrator`, etc. .

---

## 🛰️ Ray Tracing Subsystem

- The **Scene** class provides core intersection queries:
  - Full surface interactions (`SurfaceInteraction3f`).
  - Visibility-only checks (`ray_test()`).
  - Preliminary intersection data (`PreliminaryIntersection3f`) .
- Supports SIMD/vectorized execution and mask-based coherence for performance .

---

## 🧩 Plugin & Variant System

- **Plugins** cover a wide array of BSDFs, media, sensors, etc., each separately
compiled.
- **Variants** enable multiple execution modes: CPU vs. GPU, RGB vs. spectral,
differentiable rendering, etc. .

---

## ✅ Summary Diagram

```text
[Dr.Jit Variant System]
      ↓
  ┌─────────┐

┌────────────┐
  │Parser & │        │Plugins     │
  │Scene    │── feeds → BSDFs,     │
  │System   │        │Shapes,      │
  └─────────┘
      │Emitters,    │
        │            │Sensors, etc.
        ↓              ↓
[Compose Scene Object: geometry, materials, lights, cameras, media]
        ↓
[Scene: acceleration + intersection API]
        ↓
Integrators + Samplers + Sensors
        ↓
      [Ray Tracing]
        ↓
    [Shading & Sampling]
        ↓
     [Rendering Output]
        ↓
Film/ImageBlock → Image File
```

---

## 💡 Why it Inspires Refactoring

- **Clear modularization**: Core scene, plugins, and rendering separated.
- **Abstraction layer**: Normalized scene description before processing.
- **Extensibility**: Plugins and variants enable flexible composition.


1. Introduce **variant/backend system** for flexibility (CPU/GPU, plain vs.
differentiable).
2. Separate **scene representation** from raytracing entirely.
3. Organize features as **plugins**, e.g. SDL parser, BSDFs, shapes,
integrators.
4. Provide **clear interfaces** between parsing, scene assembly, raytracing, and
image output.

---

This modular, plugin-centric organization combined with variant-based
flexibility makes Mitsuba 3 a strong reference model.


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