Render photorealistic 3D scenes with Monte Carlo path tracing
C++20 path tracer with Monte Carlo rendering, BVH acceleration, adaptive sampling, denoising, and Blender scene export for photorealistic 3D images.
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Why it matters
Generate high-quality photorealistic images from 3D scenes using physically-based rendering. Luz enables developers and artists to produce global illumination renders with advanced features like adaptive sampling, denoising, and atmospheric effects without external dependencies.
Outcomes
What it gets done
Trace light paths through 3D scenes with BVH-accelerated ray intersection
Export Blender scenes to custom format and render with multithreaded CPU
Denoise Monte Carlo renders using feature-buffer filtering techniques
Benchmark rendering performance with deterministic test harness
Install
Add it to your toolbox
Run in your project directory:
curl -fsSL https://spark.entire.vc/get/themartiano-luz | bash Overview
Luz
Luz is a C++20 path tracer that renders images using Monte Carlo path tracing with global illumination. It accelerates rendering with BVH structures, supports adaptive per-pixel sampling, includes an NFOR-style denoiser, and ships with a Blender exporter that converts .blend scenes to Luz's custom .luz format. Use Luz when you need a C++20 path tracer with zero third-party dependencies that you can build on macOS, Linux, or Windows. It supports custom .luz scene files, CLI overrides for render parameters, and includes a deterministic benchmark harness. Use it when you want to export Blender scenes using the included Python script. Do NOT use Luz for real-time rendering or GPU-accelerated workflows - it is a multithreaded CPU renderer. Avoid it if you require production-ready support for complex Blender material nodes or industry-standard USD/Alembic pipelines.
What it does
Luz is a from-scratch C++20 path tracer that renders images using Monte Carlo path tracing with global illumination. It accelerates rendering with BVH structures, supports adaptive per-pixel sampling, includes an NFOR-style denoiser, and ships with a Blender exporter that converts .blend scenes to Luz's custom .luz format.
When to use - and when NOT to
Use Luz when you need a C++20 path tracer with zero third-party dependencies that you can build on macOS, Linux, or Windows. It supports custom .luz scene files, CLI overrides for render parameters, and includes a deterministic benchmark harness. Use it when you want to export Blender scenes using the included Python script.
Do NOT use Luz for real-time rendering or GPU-accelerated workflows - it is a multithreaded CPU renderer. Avoid it if you require production-ready support for complex Blender material nodes or industry-standard USD/Alembic pipelines, as the exporter has fidelity limits and the scene format is custom.
Inputs and outputs
You provide a .luz scene file (or export one from Blender using the included Python script) that defines geometry (spheres, planes, rectangles, triangles, cubes, volumes, OBJ meshes), materials (Lambertian, metal, dielectric, emissive, isotropic), lights (area, point, sphere, directional), and render parameters. You can override resolution, samples per pixel, adaptive sampling thresholds, max light bounces, threading, gamma correction, tone mapping, bloom, exposure, and contrast via CLI flags.
Luz outputs BMP and TIFF images. When you enable --denoise, it writes a separate denoised companion image. The benchmark harness provides render, denoise, post-process, and score breakdowns.
Integrations
Luz integrates with Blender via a Python exporter script that runs through Blender's command-line interface:
"/Applications/Blender.app/Contents/MacOS/Blender" -b scene.blend --python tools/blender_export_luz.py -- --output exports/scene.luz
./Luz --file exports/scene.luz --threads 8
The exporter writes .luz scene files plus OBJ meshes. OBJ mesh assets are resolved relative to the scene file, the current working directory, or the assets/objects/ folder.
Build systems supported: Make (primary on macOS/Linux), CMake 3.16+ (cross-platform, required on Windows with MSVC), and MinGW-based Makefile target for Windows. Python 3 is optional and only needed for tools and scripts.
Who it's for
Luz is for developers who want to work with a C++20 path tracer that has zero third-party dependencies. It includes a deterministic benchmark harness with per-stage breakdowns:
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > before.csv
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > after.csv
make benchmark-compare BEFORE=before.csv AFTER=after.csv
It is also for users who export Blender scenes and want control over sampling, denoising, and post-processing parameters. Unlike renderers with extensive plugin ecosystems, Luz offers a minimal codebase. Unlike GPU path tracers, it runs on any CPU with a C++20 compiler and scales across threads.
Source README
Luz
Luz is a C++20 Path Tracer developed from scratch with zero third-party dependencies.
It supports Monte Carlo path tracing, global illumination, BVH acceleration, adaptive sampling, denoising, atmospheric scattering, custom scene files, and a Blender-to-Luz exporter.
Features
- Monte Carlo path tracing
- Global illumination
- Multithreaded CPU rendering
- Adaptive sampling
- Denoiser (NFOR-style)
- Spheres, planes, rectangles, triangles, cubes, volumes, and OBJ meshes
- Lambertian, metal, dielectric, emissive, and isotropic materials
- Area, point, sphere and directional lights
- Custom
.luzscene files - .blend to .luz converter
- Fully customizable render parameters via CLI or scene file
- Importance sampling with PDFs
- BVH acceleration, including packed mesh BVHs with binned SAH construction and near-first traversal
- Atmospheric simulation w/ scattering
- Depth of field, antialiasing, exposure, contrast, tone mapping, gamma correction, and bloom
- BMP and TIFF output
- Deterministic benchmark harness with render, denoise, post-process, and score breakdowns
Requirements
- C++20 compiler
- Make or CMake 3.16+
- Python 3, only for optional tools/scripts
Quick Start
Build with the Makefile:
make
Render a bundled example scene:
./Luz --file examples/scenes/blender_monkey.luz --samples 50 --resolution 300x300
The default output is render.bmp. Scene files can set outputfilename=..., and the CLI can override common render settings.
Run the test suite:
make test
Benchmarking
Luz includes deterministic benchmarks for render, denoise, post-process, and
overall score comparisons.
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > before.csv
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > after.csv
make benchmark-compare BEFORE=before.csv AFTER=after.csv
For details, see docs/benchmarks.md.
CMake
A CMake build is also available:
cmake -S . -B build
cmake --build build
ctest --test-dir build
Platform Support
Supported platforms:
- macOS
- Linux
- Windows
On macOS and Linux, the Makefile is the primary path. On Windows, use CMake with
MSVC or the MinGW-based Makefile target:
make windows
WSL is also supported as a Linux build environment.
Build Optimizations
Release builds are tuned for the machine doing the build by default. The
Makefile enables -O3, native CPU tuning with -march=native, and link-time
optimization with -flto. It also enables a fast floating-point mode where the
compiler/platform supports it. CMake uses the same release intent: -O3, native
CPU tuning, and interprocedural optimization/LTO when supported.
These defaults produce faster local renders, but binaries built with-march=native may not run on older or different CPUs, and LTO can expose
toolchain-specific linker issues. If you hit an illegal-instruction crash,
linker error, or need a more portable binary, disable the aggressive options and
rebuild from clean objects:
make clean
make NATIVE=0 LTO=0
For CMake builds, configure with the optimization toggles off:
cmake -S . -B build -DLUZ_NATIVE_OPTIMIZATIONS=OFF -DLUZ_ENABLE_LTO=OFF
cmake --build build --clean-first
CLI
Usage: ./Luz [options]
-f, --file PATH Load a .luz scene file
-r, --resolution WxH Override render resolution
-s, --samples N Override samples per pixel
--adaptive [true|false] Enable adaptive per-pixel sampling
--no-adaptive Disable adaptive sampling
--adaptive-min-samples N Minimum samples before adaptive stopping
--adaptive-threshold F Relative adaptive noise threshold
--adaptive-check-interval N Adaptive convergence check interval
-mlb, --maxLightBounces N Override maximum light bounces
--max-light-bounces N Alias for --maxLightBounces
-t, --threads N Render with N worker threads
--seed N Seed random sampling
--gamma true|false Toggle gamma correction
-tm, --tonemapping true|false Toggle tone mapping
--bloom true|false Toggle bloom
--exposure EV Exposure compensation in stops
--contrast F Display contrast multiplier
--denoise [true|false] Write a denoised companion render
--no-denoise Disable denoising
-o, --output PATH Override render output path
--denoise-output PATH Override denoised output path
--render-times Write renderTime.bmp
--benchmark Run the built-in benchmark scene
--benchmark-case NAME Benchmark case: default, many-objects, mesh-bvh, diffuse, postprocess, atmosphere, lights, emissive-geometry, primitives-materials, volumes, obj-mesh
Adaptive Sampling
--adaptive treats --samples as the maximum samples per pixel. Each pixel
uses a progressive per-pixel sample sequence, renders at least--adaptive-min-samples, then periodically checks luminance and RGB confidence
intervals. Very dark pixels use a conservative minimum before they can stop, so
rare light contributions are less likely to be mistaken for converged black.
Lower thresholds keep more detail and cost more time. For final renders, start
with a high max sample count and tune with values like:
./Luz --file exports/stormtroopers.luz --samples 4096 --adaptive --adaptive-min-samples 512 --adaptive-check-interval 64 --adaptive-threshold 0.005 --denoise
Denoising
--denoise enables Luz's NFOR-style feature-buffer denoiser and writes a
separate companion image. By default, render.bmp becomesrender_denoised.bmp; use --denoise-output PATH to choose the exact path.
The denoiser has no hard minimum resolution or sample count, but it needs enough
signal to estimate useful color and feature statistics. One sample per pixel is
mainly a stress test: there is no per-pixel variance estimate, so the denoised
image can look almost unchanged or can smooth the wrong details. Use at least a
few samples per pixel for previews, and prefer roughly 16+ samples per pixel
when judging denoiser quality. Very low resolutions also make evaluation
misleading because each local filter window covers too much of the image.
Scene Files
Example scenes live in examples/scenes/. Mesh assets live in assets/objects/. The scene-file format is documented in docs/scene-files.md.
Object paths in .luz files are resolved relative to the scene file first, then relative to the current working directory, then under assets/objects/. This means examples/scenes/blender_monkey.luz can reference ../../assets/objects/blender_monkey.obj and still run from the repository root.
OBJ meshes can also be offset and assigned a scene material:
obj=mesh.obj,(x,y,z),material[
metal=(0.8,0.8,0.8),0.1
]
Blender Exporter
Blender scenes can be exported through Blender's Python API:
"/Applications/Blender.app/Contents/MacOS/Blender" -b scene.blend --python tools/blender_export_luz.py -- --output exports/scene.luz
./Luz --file exports/scene.luz --threads 8
The exporter writes a .luz file plus OBJ meshes. Usage and current fidelity
limits are documented in docs/blender-exporter.md.
Repository Layout
include/luz/ Public headers
src/core/ Math, geometry, materials, image, and sampling code
src/renderer/ Rendering implementation
src/scene/ Scene model and scene helpers
src/io/ Scene-file, OBJ, BMP, and TIFF loading/writing
src/cli/ Command-line entry point and flags
examples/scenes/ Example .luz scene files
assets/objects/ OBJ assets used by examples
docs/images/ Compressed showcase images
tools/ Export and utility scripts
tests/ Standard-library-only test program
docker/ Benchmark container
Showcase
Personal Note
Special thanks to the Ray Tracing in One Weekend book series. It was a great source of inspiration and information during a big part of the development of Luz, specially since those were times before AI.
Attribution
Stormtrooper Scene by @ScottGraham on BlendSwap.
Bust Statue by @geoffreymarchal on BlendSwap.
Discussion
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