Denoiser Integration

Discussion related to the Engine functionality, implementations and API.
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Dez!
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Re: Denoiser Integration

Post by Dez! » Wed Apr 18, 2018 8:25 am

Great!
Very, very - very necessary!
I design a huge lighting store and I need to render thousands of goods. Rendering time is important.
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marcatore
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Re: Denoiser Integration

Post by marcatore » Wed Apr 18, 2018 8:38 am

with plain colors it seems it's working very well!

now...a fine texture example :)

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B.Y.O.B.
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Re: Denoiser Integration

Post by B.Y.O.B. » Wed Apr 18, 2018 8:53 am

marcatore wrote:
Wed Apr 18, 2018 8:38 am
now...a fine texture example
See the first post.
I have tested it on a few scenes with textures and it preserves them very well.
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marcatore
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Re: Denoiser Integration

Post by marcatore » Wed Apr 18, 2018 9:19 am

Sorry.. I've missed... it seems it's working fine.

Good!!! Really Good!!

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Dade
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Re: Denoiser Integration

Post by Dade » Sat Apr 21, 2018 10:55 am

It rocks :D
test.png
hotel.jpg
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Luxart
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Re: Denoiser Integration

Post by Luxart » Sat Apr 21, 2018 12:09 pm

Superb!, After light cache and Denoiser, Luxcorerender will be the top one in current PBR renderers(in terms of speed & quality) :D .

And after another couple of features that improve render time, Luxcore will compete with EEVEE(in terms of speed, not quality) :lol: .

heverton
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Re: Denoiser Integration

Post by heverton » Sat Apr 21, 2018 3:33 pm

Dade wrote:
Sat Apr 21, 2018 10:55 am
It rocks :D

test.png

hotel.jpg
Hello Dade, great one!

To me the first image seems darker... Is it because the low sample count or the way the scene is been lighted?

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Dade
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Re: Denoiser Integration

Post by Dade » Sat Apr 21, 2018 3:46 pm

heverton wrote:
Sat Apr 21, 2018 3:33 pm
To me the first image seems darker... Is it because the low sample count or the way the scene is been lighted?
It may be an "illusion" of having the left dark side, near the bright right side (i.e. the image is dark to bright from left to right). Anyway it was one of the many ongoing test to iron out all problems. We should have now the very first PATHCPU working version, we have than to support TILEPATH, BIDIR and OpenCL (a chapter all on its own).

A long way but it should be only a matter of time and not of solving open problems.
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FiatLux
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Re: Denoiser Integration

Post by FiatLux » Sat Apr 21, 2018 8:55 pm

Dade wrote:
Sat Apr 21, 2018 3:46 pm
heverton wrote:
Sat Apr 21, 2018 3:33 pm
To me the first image seems darker... Is it because the low sample count or the way the scene is been lighted?
It may be an "illusion" of having the left dark side, near the bright right side
Hello.
Actually in the still life image (first one), the denoised one is in average 34% darker than the original non denoised.
Darkening affects mid/high tones.
These are histograms:
LCDenoiseHistograms.jpg
LCDenoiseHistograms.jpg (32.61 KiB) Viewed 697 times
While in the second image instead, the darkening affects only the area along the left side of the image.
And histograms' differences are really small and mainly in the dark tones.

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Dade
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Re: Denoiser Integration

Post by Dade » Thu Apr 26, 2018 1:10 pm

A 68 samples per pixel rendering:
deno.jpg
We are not yet sure if it works so well in all cases but it is mind blowing the kind of results it can deliver. The combo GPU+variance clamping+adaptive rendering+halt noise condition+denoiser is going to be astonishing for animations :D
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