\part{Using Mitsuba} \textbf{Disclaimer:} This is manual documents the usage, file format, and internal design of the Mitsuba rendering system. It is currently a work in progress, hence some parts may still be incomplete or missing. \section{About Mitsuba} Mitsuba is a research-oriented rendering system in the style of PBRT (\url{www.pbrt.org}), from which it derives much inspiration. It is written in portable C++, implements unbiased as well as biased techniques, and contains heavy optimizations targeted towards current CPU architectures. Mitsuba is extremely modular: it consists of a small set of core libraries and over 100 different plugins that implement functionality ranging from materials and light sources to complete rendering algorithms. In comparison to other open source renderers, Mitsuba places a strong emphasis on experimental rendering techniques, such as path-based formulations of Metropolis Light Transport and volumetric modeling approaches. Thus, it may be of genuine interest to those who would like to experiment with such techniques that haven't yet found their way into mainstream renderers, and it also provides a solid foundation for research in this domain. Other design considerations are: \parheader{Performance:} Mitsuba provides optimized implementations of the most commonly used rendering algorithms. By virtue of running on a shared foundation, comparisons between them can better highlight the merits and limitations of different approaches. This is in contrast to, say, comparing two completely different rendering products, where technical information on the underlying implementation is often intentionally not provided. \parheader{Robustness:} In many cases, physically-based rendering packages force the user to model scenes with the underlying algorithm (specifically: its convergence behavior) in mind. For instance, glass windows are routinely replaced with light portals, photons must be manually guided to the relevant parts of a scene, and interactions with complex materials are taboo, since they cannot be importance sampled exactly. One focus of Mitsuba will be to develop path-space light transport algorithms, which handle such cases more gracefully. \parheader{Scalability:} Mitsuba instances can be merged into large clusters, which transparently distribute and jointly execute tasks assigned to them using only node-to-node communcation. It has successfully scaled to large-scale renderings that involved more than 1000 cores working on a single image. Most algorithms in Mitsuba are written using a generic parallelization layer, which can tap into this cluster-wide parallelism. The principle is that if any component of the renderer produces work that takes longer than a second or so, it at least ought to use all of the processing power it can get. The renderer also tries to be very conservative in its use of memory, which allows it to handle large scenes (>30 million triangles) and multi-gigabyte heterogeneous volumes on consumer hardware. \parheader{Realism and accuracy:} Mitsuba comes with a large repository of physically-based reflectance models for surfaces and participating media. These implementations are designed so that they can be used to build complex shader networks, while providing enough flexibility to be compatible with a wide range of different rendering techniques, including path tracing, photon mapping, hardware-accelerated rendering and bidirectional methods. The unbiased path tracers in Mitsuba are battle-proven and produce reference-quality results that can be used for predictive rendering, and to verify implementations of other rendering methods. \parheader{Usability:} Mitsuba comes with a graphical user interface to interactively explore scenes. Once a suitable viewpoint has been found, it is straightforward to perform renderings using any of the implemented rendering techniques, while tweaking their parameters to find the most suitable settings. Experimental integration into Blender 2.5 is also available. \section{License} Mitsuba is free software and can be redistributed and modified under the terms of the GNU General Public License (Version 3) as provided by the Free Software Foundation. \remarks{ \item Being a ``viral'' license, the GPL automatically applies to all derivative work. Amongst other things, this means that without express permission, Mitsuba's source code is \emph{off-limits} to companies that develop rendering software not distributed under a compatible license. }