Re: OpenImageDenoise
Posted: Fri Feb 01, 2019 4:35 pm
what do you mean?Sharlybg wrote: Tue Jan 29, 2019 8:01 pmDont't know why but this sponza look like overboosted photoshoped advertisinglook at crytek sponza at 16spp![]()
Show your work, get help, participate in development
https://forums.luxcorerender.org/
what do you mean?Sharlybg wrote: Tue Jan 29, 2019 8:01 pmDont't know why but this sponza look like overboosted photoshoped advertisinglook at crytek sponza at 16spp![]()
Oh I understand now...Sharlybg wrote: Fri Feb 01, 2019 5:19 pm I've hard time to believe we can get so sharp detail from nothing. even on heavy GI dominant scene like sponza. look the corner and tile line detail. where do all theses detail come from ? If it is true luxcore is not a render engine now it is a "REAL LiFE ENGINE".![]()
Maybe it is possible who know how wild computer science can be theses days
Sponza Compare.Jpg
All the detail information is in the albedo (and normal) AOV.Sharlybg wrote: Fri Feb 01, 2019 5:19 pm I've hard time to believe we can get so sharp detail from nothing.
Yes I did...epilectrolytics wrote: Fri Feb 01, 2019 5:33 pmAll the detail information is in the albedo (and normal) AOV.Sharlybg wrote: Fri Feb 01, 2019 5:19 pm I've hard time to believe we can get so sharp detail from nothing.
It only lacks the lighting information, but even the rough noise when averaged contains this information so it can be used to "reconstruct" the image from the albedo detail.
Cycles denoiser already does this and the Intel one as well.
Cycles also works well on animations, we'll see how the Intel version performs there...
Edit: Laci beat me to it![]()
I don't think the shading normal AOV can be anti-aliased. It contains normals, which are 3D vectors. If you "anti-alias" a vector, it becomes an entirely different vector, so it doesn't make a lot of sense. Imagine a cube with sharp edges - if you blend over the pixels on the edge where two faces meet, you get some normals that point in a completely wrong direction.lacilaci wrote: Fri Feb 01, 2019 5:32 pm PS: the albedo pass Dade posted here seems very nicely antialiased, but last time I tried shading normal pass it looked like no antialiasing was happening. Is this ok?
Hm, I thought the albedo AOV has no normals included and therefore the need for the additional normal AOV, which then are somehow combined by the denoiser, no?B.Y.O.B. wrote: Fri Feb 01, 2019 5:44 pm I don't think this AOV can be anti-aliased. It contains normals, which are 3D vectors.
I see... But this also means that you can only use albedo+normal pass in hdr mode right? So either everything is hdr or you just use beauty pass for oidn(kinda the same situation as with nvidia).B.Y.O.B. wrote: Fri Feb 01, 2019 5:44 pmI don't think this AOV can be anti-aliased. It contains normals, which are 3D vectors. If you "anti-alias" a vector, it becomes an entirely different vector, so it doesn't make a lot of sense. Imagine a cube with sharp edges - if you blend over the pixels on the edge where two faces meet, you get some normals that point in a completely wrong direction.lacilaci wrote: Fri Feb 01, 2019 5:32 pm PS: the albedo pass Dade posted here seems very nicely antialiased, but last time I tried shading normal pass it looked like no antialiasing was happening. Is this ok?
I'm pretty sure the denoiser can deal with this "aliasing".
Not sure what you mean?lacilaci wrote: Fri Feb 01, 2019 5:53 pm I see... But this also means that you can only use albedo+normal pass in hdr mode right?