Introduction

New developers will want to begin by thoroughly reading the documentation of Enoki before looking at any Mitsuba code. Enoki is a template library for vector and matrix arithmetic that constitutes the foundation of Mitsuba 2. It also drives the code transformations that enable systematic vectorization and automatic differentiation of the renderer.

Mitsuba 2 is a completely new codebase, and existing Mitsuba 0.6 plugins will require significant changes to be compatible with the architecture of the new system. Apart from differences in the overall architecture, a superficial change is that Mitsuba 2 code uses an underscore_case naming convention for function names and variables (in contrast to Mitsuba 0.4, which used camelCase everywhere). We’ve essentially imported Python’s PEP 8 into the C++ side (which does not specify a recommended naming convention), ensuring that code that uses functionality from both languages looks natural.

Code structure

Mitsuba is split into 3 basic support libraries:

  • The core library (in src/libcore) implements basic functionality such as cross-platform file and bitmap I/O, data structures, scheduling, as well as logging and plugin management.

  • The rendering library (in src/librender) contains abstractions needed to load and represent scenes containing light sources, shapes, materials, and participating media.

  • The python library (in src/python) contains components of the system that are written in Python, and which access Mitsuba through bindings. This includes statistical tests (Chi^2, etc.) and tooling for differentiable rendering.