43b374e8c5
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
97 lines
2.0 KiB
C++
97 lines
2.0 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __FILM_H__
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#define __FILM_H__
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#include "util/util_string.h"
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#include "util/util_vector.h"
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#include "kernel/kernel_types.h"
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#include "graph/node.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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typedef enum FilterType {
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FILTER_BOX,
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FILTER_GAUSSIAN,
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FILTER_BLACKMAN_HARRIS,
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FILTER_NUM_TYPES,
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} FilterType;
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class Pass {
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public:
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PassType type;
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int components;
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bool filter;
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bool exposure;
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PassType divide_type;
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static void add(PassType type, array<Pass>& passes);
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static bool equals(const array<Pass>& A, const array<Pass>& B);
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static bool contains(const array<Pass>& passes, PassType);
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};
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class Film : public Node {
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public:
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NODE_DECLARE
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float exposure;
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array<Pass> passes;
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bool denoising_data_pass;
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bool denoising_clean_pass;
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int denoising_flags;
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float pass_alpha_threshold;
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int pass_stride;
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int denoising_data_offset;
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int denoising_clean_offset;
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FilterType filter_type;
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float filter_width;
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size_t filter_table_offset;
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float mist_start;
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float mist_depth;
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float mist_falloff;
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bool use_light_visibility;
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bool use_sample_clamp;
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bool need_update;
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Film();
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~Film();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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bool modified(const Film& film);
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void tag_passes_update(Scene *scene, const array<Pass>& passes_);
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __FILM_H__ */
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