Re: OpenImageDenoise
Posted: Thu Feb 07, 2019 7:47 pm
yes yes... maybe bidir on gpu? 

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In OpenCL v2.2 or CUDA, may be ... in OpenCL v1.2 ? I would prefer to shot on myself ... less painful.
Ok, I'm just asking, cause oidn made bidir also attractive in some cases.
+1lacilaci wrote: Fri Feb 08, 2019 7:09 am I personaly think adaptivity should be revisited in general.
Agreed, I see huge potential for a better synched combination of adaptivity and denoising.lacilaci wrote: Fri Feb 08, 2019 7:09 am I personaly think adaptivity should be revisited in general.
Exactly,epilectrolytics wrote: Fri Feb 08, 2019 8:40 amAgreed, I see huge potential for a better synched combination of adaptivity and denoising.lacilaci wrote: Fri Feb 08, 2019 7:09 am I personaly think adaptivity should be revisited in general.
Basically the path tracing has to stop way earlier (when the noise level is still high but manageable for OIDN) in the easy areas and then concentrate on the difficult areas until those get into "denoiseable" range.
So the threshold for adaptivity becomes relevant here and the question is if it can be tuned that way.
I guess they are talking about tiling. If the noise estimation is based on tiles that will possibly irritate the algorithm.Dade wrote: Fri Feb 08, 2019 9:53 am Note: Oidn suggests to disable adaptive sampling because it works better with uniform noise.
Well from github I gathered that something like weighted sampling could create a correlation that could break denoiser.epilectrolytics wrote: Fri Feb 08, 2019 10:24 amI guess they are talking about tiling. If the noise estimation is based on tiles that will possibly irritate the algorithm.Dade wrote: Fri Feb 08, 2019 9:53 am Note: Oidn suggests to disable adaptive sampling because it works better with uniform noise.
FIXED!epilectrolytics wrote: Thu Feb 07, 2019 10:58 am 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
Update:
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).