Update README.md: +hdrview, remove stale prerelease verbiage

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Matt Pharr 2026-09-07 19:27:38 -07:00
parent 5f7a606806
commit dc50b77c79

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@ -1,5 +1,5 @@
pbrt, Version 4 (Early Release) pbrt, Version 4
=============================== ==================
[<img src="https://github.com/mmp/pbrt-v4/workflows/cpu-linux-build-and-test/badge.svg">](https://github.com/mmp/pbrt-v4/actions?query=workflow%3Acpu-linux-build-and-test) [<img src="https://github.com/mmp/pbrt-v4/workflows/cpu-linux-build-and-test/badge.svg">](https://github.com/mmp/pbrt-v4/actions?query=workflow%3Acpu-linux-build-and-test)
[<img src="https://github.com/mmp/pbrt-v4/workflows/cpu-macos-build-and-test/badge.svg">](https://github.com/mmp/pbrt-v4/actions?query=workflow%3Acpu-macos-build-and-test) [<img src="https://github.com/mmp/pbrt-v4/workflows/cpu-macos-build-and-test/badge.svg">](https://github.com/mmp/pbrt-v4/actions?query=workflow%3Acpu-macos-build-and-test)
@ -8,20 +8,10 @@ pbrt, Version 4 (Early Release)
![Transparent Machines frame, via @beeple](images/teaser-transparent-machines.png) ![Transparent Machines frame, via @beeple](images/teaser-transparent-machines.png)
This is an early release of pbrt-v4, the rendering system that will be This is pbrt-v4, the rendering system that is
described in the forthcoming fourth edition of *Physically Based Rendering: described in the fourth edition of *Physically Based Rendering:
From Theory to Implementation*. (The printed book will be available in From Theory to Implementation*. The printed edition can be
mid-February 2023; a few chapters will be made available in late Fall of bought from all of the usual places and the [full contents of the book are freely available online](https://pbr-book.org).
2022; and the full contents of the book will be freely available six months
after the book's release, like the [third edition](https://pbr-book.org) is
already.)
We are making this code available for hardy adventurers; it's not yet
extensively documented, but if you are familiar with previous versions of
pbrt, you should be able to make your way around it. Our hope is that the
system will be useful to some people in its current form and that any bugs
in the current implementation might be found now, allowing us to correct
them before the book is final.
Resources Resources
--------- ---------
@ -91,12 +81,13 @@ Major changes include:
We have also made a refactoring pass throughout the entire system, cleaning We have also made a refactoring pass throughout the entire system, cleaning
up various APIs and data types to improve both readability and usability. up various APIs and data types to improve both readability and usability.
Finally, pbrt-v4 can work together with the Finally, pbrt-v4 can work together with both the
[tev](https://github.com/Tom94/tev) image viewer to display the image as [tev](https://github.com/Tom94/tev) and [hdrview](https://github.com/wkjarosz/hdrview)
it's being rendered. As of recent versions, *tev* can display images images viewer to display the image as
provided to it via a network socket; by default, it listens to port 14158, it's being rendered. Both can display images
though this can be changed via its ``--hostname`` command-line option. If provided to it via a network socket; by default, they listens to port 14158,
you have an instance of *tev* running, you can run pbrt like: though this can be changed via command-line options. If
you have an instance of *tev* or *hdrview*, you can run pbrt like:
```bash ```bash
$ pbrt --display-server localhost:14158 scene.pbrt $ pbrt --display-server localhost:14158 scene.pbrt
``` ```
@ -124,8 +115,8 @@ release build is the default; provide `-DCMAKE_BUILD_TYPE=Debug` to cmake
for a debug build. for a debug build.
pbrt should build on any system that has C++ compiler with support for pbrt should build on any system that has C++ compiler with support for
C++17; we have verified that it builds on Ubuntu 20.04, MacOS 10.14, and C++17; we have verified that it builds on Ubuntu 20.04, MacOS 10.14+, and
Windows 10. We welcome PRs that fix any issues that prevent it from Windows 10 and 11. We welcome PRs that fix any issues that prevent it from
building on other systems. building on other systems.
Bug Reports and PRs Bug Reports and PRs
@ -141,14 +132,6 @@ you find yourself or fixes for open issues in the issue tracker. We are
also happy to hear suggestions about improvements to the implementations of also happy to hear suggestions about improvements to the implementations of
the various algorithms we have implemented. the various algorithms we have implemented.
Note, however, that in the interests of finishing the book in a finite
amount of time, the functionality of pbrt-v4 is basically fixed at this
point. We therefore will not be accepting PRs that make major changes to the
system's operation or structure (but feel free to keep them in your own
forks!). Also, don't bother sending PRs for anything marked "TODO" or
"FIXME" in the source code; we'll take care of those as we finish polishing
things up.
Updating pbrt-v3 scenes Updating pbrt-v3 scenes
----------------------- -----------------------
@ -172,7 +155,7 @@ Converting scenes to pbrt's file format
--------------------------------------- ---------------------------------------
The best option for importing scenes to pbrt is to use The best option for importing scenes to pbrt is to use
[assimp](https://www.assimp.org/), which as of January 21, 2021 includes [assimp](https://www.assimp.org/), recent versions of which include
support for exporting to pbrt-v4's file format: support for exporting to pbrt-v4's file format:
```bash ```bash
$ assimp export scene.fbx scene.pbrt $ assimp export scene.fbx scene.pbrt