For all those planning on playing around with Disney’s Moana Island model (or any other PBRT format models, for that matter) : Check out my recently re-worked PBRTParser library on github (https://github.com/ingowald/pbrt-parser).
The first version of that library – as I first wrote it a few years ago – was rather “experimental” (in plain english: “horribly incomplete, and buggy), and only did the barest necessities to extract triangles and instances for some ray traversal research I was doing back then. Some brave users back then had already tried using that library, but as I just said, back then it was never really intended as a full parser, didn’t do anything meaningful with materials, etc…. so bottom line, I’m not really sure how useful it was back then.
Last year, however – when I/we first started playing around with Moana I finally dug up that old code, and eventually fleshed it out to a point where we could use it to import the whole of Moana – now also with textures, materials, lights, and curves – into some internal format we were using for the 2018 Siggraph demo. That still didn’t do anything more than required for Moana (e.g., it only did the “Disney” material, and only Ptex textures), but anyway, that was a major step – not so much in functionality, but in completeness, robustness, and general “usablity”.
And finally, after my switching employers (and thus, no longer having access to that ospray-internal format) – yet still wanting to play with this model – I spend some time on and off over the last few months in cleaning that library up even more, into fleshing it out to the point that it (apparently?) read all PBRT v3 models, and in particular, to a point where all materials, textures, etc, are all “fully” parsed to specific C++ classes (rather than just sets of name:value pairs as in the first version). And maybe best of all – in particular for those planning on playing with Moana! : The library can not only parse exising ASCII .pbrt files, but can also load and store any parsed model in an internal binary file format that is a few gazillion times faster to load and store than parsing those ASCII files (to give you an idea: parsing the 40GBs of PBRT files for Moana takes close on half an hour … reading the binary takes … wait… less time than it took me to write that sentence).
Mind – this is still not a PBRT “renderer” of any sorts – but for those that do want to play around with some PBRT style renderers (and in particular, with PBRT style models!), this library should make it trivially simple to at least get the data in, so you can then worry about the renderer. In particular, it should by now be reasonably complete and stable to work out of the box. No, I cannot guarantee that library’s working state for windows or Mac (it did compile at some point, but I’m not regularly testing those two), but at least on Linux I’d expect it to work – and will gladly help fixing whatever bugs are coming up. Of course, despite all these claims about completeness and robustness (and yes, I do use it on a daily basis): This is an open-source project, and I’m sure there will be some bugs and issues as soon as people start using it on models – or in ways – that I haven’t personally tried yet. If so: I’d be happy to fix, just let me know (preferably on gitlab).
Anyway: If you plan on playing with it, check it out on either github, or gitlab. I will keep those two sites’ repositories in sync (easy enough with git …), so they should always contain the same code, at least in the master branch. However, gitlab is somewhat easier to use with regard to issue tracking and, in particular, push requests by users, so if you do plan on filing issues or sending push requests, I’d suggest gitlab. Of course, any criticism, bugs, issues, or requests for improvement are highly appreciated….
PS: Just to show that it can really parse all of Moana, I just added a little screenshot of a normal shader from a totally unrelated renderer of mine. Note that the lack of shading information is entirely due to that renderer; the parser will have the full material and texture information – it’s just the renderer that doesn’t support all effects, yet, so I don’t want to prematurely post any images of it, yet.