OpenImageDenoise

Discussion related to the Engine functionality, implementations and API.
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epilectrolytics
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Re: OpenImageDenoise

Post by epilectrolytics » Wed Feb 06, 2019 8:10 pm

B.Y.O.B. wrote:
Wed Feb 06, 2019 8:06 pm
Can you post a scene that crashes?
Yes, sorry, here, without the wood texture:

Update: Removed file because without texture it doesn't crash.
File with texture (though not linked) here
Last edited by epilectrolytics on Thu Feb 07, 2019 5:49 pm, edited 1 time in total.
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Re: OpenImageDenoise

Post by B.Y.O.B. » Wed Feb 06, 2019 8:19 pm

Does it only happen with OpenCL?
I can render with OpenCL CPU device just fine - maybe it's a driver bug?
What's your OS?
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Re: OpenImageDenoise

Post by epilectrolytics » Wed Feb 06, 2019 8:25 pm

Win 10 Pro 1809.
I think I tested another file too but not Path CPU or BiDir.
I have reverted back and now an Animation running, will investigate further tomorrow
(Dade also has another build running currently that will be ready then).
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Re: OpenImageDenoise

Post by lacilaci » Thu Feb 07, 2019 8:11 am

So I compared denoising on windows and linux.

And denoising 5000x5000 image is working fine in windows, but on linux it crashes blender after it fills ram.
Is this a denoiser issue, linux issue, blender issue? Can be something done about that?

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Re: OpenImageDenoise

Post by epilectrolytics » Thu Feb 07, 2019 10:46 am

Dade wrote:
Wed Feb 06, 2019 4:23 pm
I modified the code so all delta materials (mirror, glass, archglass and null) show the reflected/refracted albedo instead of just black. It seems to work well.
It works very well! :mrgreen:

Path 500 samples raw
Path 500 samples OIDN simple albedo
Path 500 samples OIDN bounced albedo
odin0.jpg
odin1.jpg
odin2.jpg
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Re: OpenImageDenoise

Post by epilectrolytics » Thu Feb 07, 2019 10:58 am

B.Y.O.B. wrote:
Wed Feb 06, 2019 8:19 pm
Does it only happen with OpenCL?
I can render with OpenCL CPU device just fine - maybe it's a driver bug?
This morning I downloaded all the latest builds and put them into BlendLuxCore addon:
Indeed it works with Path CPU and crashes with Path OCL.
My Windows says all drivers are "the best" but I installed the latest nVidia game ready drivers anyways: no change, still crashes.
After exporting the scene for LuxCoreUI I found:
From the commits of 2.6.2019:
b21b129 (oidn fix) works
d083c3c (albedo bounce) crashes
53d96c0 (bidir bounce) crashes

I see Acasta has another build running: maybe already a fix?
Currently I cannot test the new features with OCL :?

Update:
B.Y.O.B. wrote:
Wed Feb 06, 2019 8:19 pm
I can render with OpenCL CPU device just fine
Just tried to render without the wood texture and it works!
With texture it crashes (Texture provided in link above).
Also I can render Cornell scene with PathOCL just fine.
Maybe this should be moved to User support and continued over there?

Update2:
Further testing revealed that generally materials with image textures cause the latest builds to crash when rendered with PathOCL (Win10Pro).
Last edited by epilectrolytics on Thu Feb 07, 2019 6:07 pm, edited 2 times in total.
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Re: OpenImageDenoise

Post by acasta69 » Thu Feb 07, 2019 11:02 am

epilectrolytics wrote:
Thu Feb 07, 2019 10:58 am
I see Acasta has another build running: maybe already a fix?
Currently I cannot test the new features with OCL :?
No, sorry, that's just a typo correction affecting pyluxcoretool generation in Windows.
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Re: OpenImageDenoise

Post by epilectrolytics » Thu Feb 07, 2019 11:09 am

acasta69 wrote:
Thu Feb 07, 2019 11:02 am
No, sorry, that's just a typo correction affecting pyluxcoretool generation in Windows.
Ok thanks anyways! :)
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Re: OpenImageDenoise

Post by epilectrolytics » Thu Feb 07, 2019 12:49 pm

voxelium wrote:
Tue Feb 05, 2019 11:00 pm
Hi! I'm the lead developer of OIDN, and I'm very excited to see that you're working on integrating it into LuxCore! :) I'm happy to help, so please let me know if you have any questions or concerns!

You're right that there should be a more detailed guideline for the albedo and normal AOVs, and there should be some example images for these as well. I'll try to add these ASAP (hopefully tomorrow) to the website and documentation.
Thanks for stopping by!

Regarding documentation, there is a specification about "first hit albedo".
Dade has just implemented "multi-bounce albedo" and it works well with your denoiser as shown above!
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Re: OpenImageDenoise

Post by Dade » Thu Feb 07, 2019 7:28 pm

Posted by Ureña "Asticles" Hernández on BlenderArtists forum (BiDir rendering):

compare.png

Bloody amazing :!:
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