Mitsuba is an extensible rendering framework written in portable C++. It implements unbiased as well as biased techniques and contains heavy optimizations targeted towards current CPU architectures.
The program currently runs on Linux, MacOS X and Microsoft Windows and makes use of SSE2 optimizations on x86 and x86_64 platforms. So far, its main use has been as a testbed for algorithm development in computer graphics, but there are many other interesting applications.
Mitsuba comes with a command-line interface as well as a graphical frontend to interactively explore scenes. While navigating, a rough preview is shown that becomes increasingly accurate as soon as all movements are stopped. Once a viewpoint has been chosen, a wide range of rendering techniques can be used to generate images, and their parameters can be tuned from within the program.
Built upon a scalable parallel computation layer, Mitsuba can transparently distribute work over a cluster without the need for a shared filesystem. Most implemented algorithms can be run in parallel over massive numbers of networked cores.
It is possible to organize machines into hierarchies, which is useful when working remotely: by designating a central scheduling node at work, you can communicate with a single machine, which will then spread out the work within its fast local network.
Mitsuba supports the most commonly used scattering models: Lambertian surfaces, ideal dielectrics & mirrors as well as the the Phong & anisotropic Ward BRDFs. A range of microfacet models are also available, including rough glass, plastic & metal. Subsurface scattering can either be simulated using a BSSRDF approach, or more rigorously using volumetric light transport.
For volumes, the supported scattering models are isotropic, Henyey-Greenstein, Kajiya-Kay fiber scattering and micro-flakes.
A wide range of rendering techniques are available, including: