blender/intern/cycles/render/tile.cpp
Lukas Stockner 43b374e8c5 Cycles: Implement denoising option for reducing noise in the rendered image
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!
2017-05-07 14:40:58 +02:00

514 lines
15 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/tile.h"
#include "util/util_algorithm.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
namespace {
class TileComparator {
public:
TileComparator(TileOrder order_, int2 center_, Tile *tiles_)
: order(order_),
center(center_),
tiles(tiles_)
{}
bool operator()(int a, int b)
{
switch(order) {
case TILE_CENTER:
{
float2 dist_a = make_float2(center.x - (tiles[a].x + tiles[a].w/2),
center.y - (tiles[a].y + tiles[a].h/2));
float2 dist_b = make_float2(center.x - (tiles[b].x + tiles[b].w/2),
center.y - (tiles[b].y + tiles[b].h/2));
return dot(dist_a, dist_a) < dot(dist_b, dist_b);
}
case TILE_LEFT_TO_RIGHT:
return (tiles[a].x == tiles[b].x)? (tiles[a].y < tiles[b].y): (tiles[a].x < tiles[b].x);
case TILE_RIGHT_TO_LEFT:
return (tiles[a].x == tiles[b].x)? (tiles[a].y < tiles[b].y): (tiles[a].x > tiles[b].x);
case TILE_TOP_TO_BOTTOM:
return (tiles[a].y == tiles[b].y)? (tiles[a].x < tiles[b].x): (tiles[a].y > tiles[b].y);
case TILE_BOTTOM_TO_TOP:
default:
return (tiles[a].y == tiles[b].y)? (tiles[a].x < tiles[b].x): (tiles[a].y < tiles[b].y);
}
}
protected:
TileOrder order;
int2 center;
Tile *tiles;
};
inline int2 hilbert_index_to_pos(int n, int d)
{
int2 r, xy = make_int2(0, 0);
for(int s = 1; s < n; s *= 2) {
r.x = (d >> 1) & 1;
r.y = (d ^ r.x) & 1;
if(!r.y) {
if(r.x) {
xy = make_int2(s-1, s-1) - xy;
}
swap(xy.x, xy.y);
}
xy += r*make_int2(s, s);
d >>= 2;
}
return xy;
}
enum SpiralDirection {
DIRECTION_UP,
DIRECTION_LEFT,
DIRECTION_DOWN,
DIRECTION_RIGHT,
};
} /* namespace */
TileManager::TileManager(bool progressive_, int num_samples_, int2 tile_size_, int start_resolution_,
bool preserve_tile_device_, bool background_, TileOrder tile_order_, int num_devices_)
{
progressive = progressive_;
tile_size = tile_size_;
tile_order = tile_order_;
start_resolution = start_resolution_;
num_samples = num_samples_;
num_devices = num_devices_;
preserve_tile_device = preserve_tile_device_;
background = background_;
schedule_denoising = false;
range_start_sample = 0;
range_num_samples = -1;
BufferParams buffer_params;
reset(buffer_params, 0);
}
TileManager::~TileManager()
{
}
void TileManager::free_device()
{
if(schedule_denoising) {
for(int i = 0; i < state.tiles.size(); i++) {
delete state.tiles[i].buffers;
state.tiles[i].buffers = NULL;
}
}
}
static int get_divider(int w, int h, int start_resolution)
{
int divider = 1;
if(start_resolution != INT_MAX) {
while(w*h > start_resolution*start_resolution) {
w = max(1, w/2);
h = max(1, h/2);
divider <<= 1;
}
}
return divider;
}
void TileManager::reset(BufferParams& params_, int num_samples_)
{
params = params_;
set_samples(num_samples_);
state.buffer = BufferParams();
state.sample = range_start_sample - 1;
state.num_tiles = 0;
state.num_samples = 0;
state.resolution_divider = get_divider(params.width, params.height, start_resolution);
state.render_tiles.clear();
state.denoising_tiles.clear();
state.tiles.clear();
}
void TileManager::set_samples(int num_samples_)
{
num_samples = num_samples_;
/* No real progress indication is possible when using unlimited samples. */
if(num_samples == INT_MAX) {
state.total_pixel_samples = 0;
}
else {
uint64_t pixel_samples = 0;
/* While rendering in the viewport, the initial preview resolution is increased to the native resolution
* before the actual rendering begins. Therefore, additional pixel samples will be rendered. */
int divider = get_divider(params.width, params.height, start_resolution) / 2;
while(divider > 1) {
int image_w = max(1, params.width/divider);
int image_h = max(1, params.height/divider);
pixel_samples += image_w * image_h;
divider >>= 1;
}
state.total_pixel_samples = pixel_samples + (uint64_t)get_num_effective_samples() * params.width*params.height;
if(schedule_denoising) {
state.total_pixel_samples += params.width*params.height;
}
}
}
/* If sliced is false, splits image into tiles and assigns equal amount of tiles to every render device.
* If sliced is true, slice image into as much pieces as how many devices are rendering this image. */
int TileManager::gen_tiles(bool sliced)
{
int resolution = state.resolution_divider;
int image_w = max(1, params.width/resolution);
int image_h = max(1, params.height/resolution);
int2 center = make_int2(image_w/2, image_h/2);
int num_logical_devices = preserve_tile_device? num_devices: 1;
int num = min(image_h, num_logical_devices);
int slice_num = sliced? num: 1;
int tile_w = (tile_size.x >= image_w) ? 1 : divide_up(image_w, tile_size.x);
state.tiles.clear();
state.render_tiles.clear();
state.denoising_tiles.clear();
state.render_tiles.resize(num);
state.denoising_tiles.resize(num);
state.tile_stride = tile_w;
vector<list<int> >::iterator tile_list;
tile_list = state.render_tiles.begin();
if(tile_order == TILE_HILBERT_SPIRAL) {
assert(!sliced);
int tile_h = (tile_size.y >= image_h) ? 1 : divide_up(image_h, tile_size.y);
state.tiles.resize(tile_w*tile_h);
/* Size of blocks in tiles, must be a power of 2 */
const int hilbert_size = (max(tile_size.x, tile_size.y) <= 12)? 8: 4;
int tiles_per_device = divide_up(tile_w * tile_h, num);
int cur_device = 0, cur_tiles = 0;
int2 block_size = tile_size * make_int2(hilbert_size, hilbert_size);
/* Number of blocks to fill the image */
int blocks_x = (block_size.x >= image_w)? 1: divide_up(image_w, block_size.x);
int blocks_y = (block_size.y >= image_h)? 1: divide_up(image_h, block_size.y);
int n = max(blocks_x, blocks_y) | 0x1; /* Side length of the spiral (must be odd) */
/* Offset of spiral (to keep it centered) */
int2 offset = make_int2((image_w - n*block_size.x)/2, (image_h - n*block_size.y)/2);
offset = (offset / tile_size) * tile_size; /* Round to tile border. */
int2 block = make_int2(0, 0); /* Current block */
SpiralDirection prev_dir = DIRECTION_UP, dir = DIRECTION_UP;
for(int i = 0;;) {
/* Generate the tiles in the current block. */
for(int hilbert_index = 0; hilbert_index < hilbert_size*hilbert_size; hilbert_index++) {
int2 tile, hilbert_pos = hilbert_index_to_pos(hilbert_size, hilbert_index);
/* Rotate block according to spiral direction. */
if(prev_dir == DIRECTION_UP && dir == DIRECTION_UP) {
tile = make_int2(hilbert_pos.y, hilbert_pos.x);
}
else if(dir == DIRECTION_LEFT || prev_dir == DIRECTION_LEFT) {
tile = hilbert_pos;
}
else if(dir == DIRECTION_DOWN) {
tile = make_int2(hilbert_size-1-hilbert_pos.y, hilbert_size-1-hilbert_pos.x);
}
else {
tile = make_int2(hilbert_size-1-hilbert_pos.x, hilbert_size-1-hilbert_pos.y);
}
int2 pos = block*block_size + tile*tile_size + offset;
/* Only add tiles which are in the image (tiles outside of the image can be generated since the spiral is always square). */
if(pos.x >= 0 && pos.y >= 0 && pos.x < image_w && pos.y < image_h) {
int w = min(tile_size.x, image_w - pos.x);
int h = min(tile_size.y, image_h - pos.y);
int2 ipos = pos / tile_size;
int idx = ipos.y*tile_w + ipos.x;
state.tiles[idx] = Tile(idx, pos.x, pos.y, w, h, cur_device, Tile::RENDER);
tile_list->push_front(idx);
cur_tiles++;
if(cur_tiles == tiles_per_device) {
tile_list++;
cur_tiles = 0;
cur_device++;
}
}
}
/* Stop as soon as the spiral has reached the center block. */
if(block.x == (n-1)/2 && block.y == (n-1)/2)
break;
/* Advance to next block. */
prev_dir = dir;
switch(dir) {
case DIRECTION_UP:
block.y++;
if(block.y == (n-i-1)) {
dir = DIRECTION_LEFT;
}
break;
case DIRECTION_LEFT:
block.x++;
if(block.x == (n-i-1)) {
dir = DIRECTION_DOWN;
}
break;
case DIRECTION_DOWN:
block.y--;
if(block.y == i) {
dir = DIRECTION_RIGHT;
}
break;
case DIRECTION_RIGHT:
block.x--;
if(block.x == i+1) {
dir = DIRECTION_UP;
i++;
}
break;
}
}
return tile_w*tile_h;
}
int idx = 0;
for(int slice = 0; slice < slice_num; slice++) {
int slice_y = (image_h/slice_num)*slice;
int slice_h = (slice == slice_num-1)? image_h - slice*(image_h/slice_num): image_h/slice_num;
int tile_h = (tile_size.y >= slice_h)? 1: divide_up(slice_h, tile_size.y);
int tiles_per_device = divide_up(tile_w * tile_h, num);
int cur_device = 0, cur_tiles = 0;
for(int tile_y = 0; tile_y < tile_h; tile_y++) {
for(int tile_x = 0; tile_x < tile_w; tile_x++, idx++) {
int x = tile_x * tile_size.x;
int y = tile_y * tile_size.y;
int w = (tile_x == tile_w-1)? image_w - x: tile_size.x;
int h = (tile_y == tile_h-1)? slice_h - y: tile_size.y;
state.tiles.push_back(Tile(idx, x, y + slice_y, w, h, sliced? slice: cur_device, Tile::RENDER));
tile_list->push_back(idx);
if(!sliced) {
cur_tiles++;
if(cur_tiles == tiles_per_device) {
/* Tiles are already generated in Bottom-to-Top order, so no sort is necessary in that case. */
if(tile_order != TILE_BOTTOM_TO_TOP) {
tile_list->sort(TileComparator(tile_order, center, &state.tiles[0]));
}
tile_list++;
cur_tiles = 0;
cur_device++;
}
}
}
}
if(sliced) {
tile_list++;
}
}
return idx;
}
void TileManager::set_tiles()
{
int resolution = state.resolution_divider;
int image_w = max(1, params.width/resolution);
int image_h = max(1, params.height/resolution);
state.num_tiles = gen_tiles(!background);
state.buffer.width = image_w;
state.buffer.height = image_h;
state.buffer.full_x = params.full_x/resolution;
state.buffer.full_y = params.full_y/resolution;
state.buffer.full_width = max(1, params.full_width/resolution);
state.buffer.full_height = max(1, params.full_height/resolution);
}
int TileManager::get_neighbor_index(int index, int neighbor)
{
static const int dx[] = {-1, 0, 1, -1, 1, -1, 0, 1, 0}, dy[] = {-1, -1, -1, 0, 0, 1, 1, 1, 0};
int resolution = state.resolution_divider;
int image_w = max(1, params.width/resolution);
int image_h = max(1, params.height/resolution);
int tile_w = (tile_size.x >= image_w)? 1: divide_up(image_w, tile_size.x);
int tile_h = (tile_size.y >= image_h)? 1: divide_up(image_h, tile_size.y);
int nx = state.tiles[index].x/tile_size.x + dx[neighbor], ny = state.tiles[index].y/tile_size.y + dy[neighbor];
if(nx < 0 || ny < 0 || nx >= tile_w || ny >= tile_h)
return -1;
return ny*state.tile_stride + nx;
}
/* Checks whether all neighbors of a tile (as well as the tile itself) are at least at state min_state. */
bool TileManager::check_neighbor_state(int index, Tile::State min_state)
{
if(index < 0 || state.tiles[index].state < min_state) {
return false;
}
for(int neighbor = 0; neighbor < 9; neighbor++) {
int nindex = get_neighbor_index(index, neighbor);
/* Out-of-bounds tiles don't matter. */
if(nindex >= 0 && state.tiles[nindex].state < min_state) {
return false;
}
}
return true;
}
/* Returns whether the tile should be written (and freed if no denoising is used) instead of updating. */
bool TileManager::finish_tile(int index, bool &delete_tile)
{
delete_tile = false;
switch(state.tiles[index].state) {
case Tile::RENDER:
{
if(!schedule_denoising) {
state.tiles[index].state = Tile::DONE;
delete_tile = true;
return true;
}
state.tiles[index].state = Tile::RENDERED;
/* For each neighbor and the tile itself, check whether all of its neighbors have been rendered. If yes, it can be denoised. */
for(int neighbor = 0; neighbor < 9; neighbor++) {
int nindex = get_neighbor_index(index, neighbor);
if(check_neighbor_state(nindex, Tile::RENDERED)) {
state.tiles[nindex].state = Tile::DENOISE;
state.denoising_tiles[state.tiles[nindex].device].push_back(nindex);
}
}
return false;
}
case Tile::DENOISE:
{
state.tiles[index].state = Tile::DENOISED;
/* For each neighbor and the tile itself, check whether all of its neighbors have been denoised. If yes, it can be freed. */
for(int neighbor = 0; neighbor < 9; neighbor++) {
int nindex = get_neighbor_index(index, neighbor);
if(check_neighbor_state(nindex, Tile::DENOISED)) {
state.tiles[nindex].state = Tile::DONE;
/* It can happen that the tile just finished denoising and already can be freed here.
* However, in that case it still has to be written before deleting, so we can't delete it yet. */
if(neighbor == 8) {
delete_tile = true;
}
else {
delete state.tiles[nindex].buffers;
state.tiles[nindex].buffers = NULL;
}
}
}
return true;
}
default:
assert(false);
return true;
}
}
bool TileManager::next_tile(Tile* &tile, int device)
{
int logical_device = preserve_tile_device? device: 0;
if(logical_device >= state.render_tiles.size())
return false;
if(!state.denoising_tiles[logical_device].empty()) {
int idx = state.denoising_tiles[logical_device].front();
state.denoising_tiles[logical_device].pop_front();
tile = &state.tiles[idx];
return true;
}
if(state.render_tiles[logical_device].empty())
return false;
int idx = state.render_tiles[logical_device].front();
state.render_tiles[logical_device].pop_front();
tile = &state.tiles[idx];
return true;
}
bool TileManager::done()
{
int end_sample = (range_num_samples == -1)
? num_samples
: range_start_sample + range_num_samples;
return (state.resolution_divider == 1) &&
(state.sample+state.num_samples >= end_sample);
}
bool TileManager::next()
{
if(done())
return false;
if(progressive && state.resolution_divider > 1) {
state.sample = 0;
state.resolution_divider /= 2;
state.num_samples = 1;
set_tiles();
}
else {
state.sample++;
if(progressive)
state.num_samples = 1;
else if(range_num_samples == -1)
state.num_samples = num_samples;
else
state.num_samples = range_num_samples;
state.resolution_divider = 1;
set_tiles();
}
return true;
}
int TileManager::get_num_effective_samples()
{
return (range_num_samples == -1) ? num_samples
: range_num_samples;
}
CCL_NAMESPACE_END