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Re: Denoiser Integration

Posted: Wed Apr 18, 2018 8:25 am
by Dez!
Great!
Very, very - very necessary!
I design a huge lighting store and I need to render thousands of goods. Rendering time is important.

Re: Denoiser Integration

Posted: Wed Apr 18, 2018 8:38 am
by marcatore
with plain colors it seems it's working very well!

now...a fine texture example :)

Re: Denoiser Integration

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

Re: Denoiser Integration

Posted: Wed Apr 18, 2018 9:19 am
by marcatore
Sorry.. I've missed... it seems it's working fine.

Good!!! Really Good!!

Re: Denoiser Integration

Posted: Sat Apr 21, 2018 10:55 am
by Dade
It rocks :D
test.png
hotel.jpg

Re: Denoiser Integration

Posted: Sat Apr 21, 2018 12:09 pm
by Luxart
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: .

Re: Denoiser Integration

Posted: Sat Apr 21, 2018 3:33 pm
by heverton
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?

Re: Denoiser Integration

Posted: Sat Apr 21, 2018 3:46 pm
by Dade
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.

Re: Denoiser Integration

Posted: Sat Apr 21, 2018 8:55 pm
by FiatLux
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 7025 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.

Re: Denoiser Integration

Posted: Thu Apr 26, 2018 1:10 pm
by Dade
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