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!
157 lines
4.3 KiB
C++
157 lines
4.3 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 __TILE_H__
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#define __TILE_H__
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#include <limits.h>
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#include "render/buffers.h"
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#include "util/util_list.h"
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CCL_NAMESPACE_BEGIN
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/* Tile */
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class Tile {
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public:
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int index;
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int x, y, w, h;
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int device;
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/* RENDER: The tile has to be rendered.
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* RENDERED: The tile has been rendered, but can't be denoised yet (waiting for neighbors).
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* DENOISE: The tile can be denoised now.
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* DENOISED: The tile has been denoised, but can't be freed yet (waiting for neighbors).
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* DONE: The tile is finished and has been freed. */
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typedef enum { RENDER = 0, RENDERED, DENOISE, DENOISED, DONE } State;
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State state;
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RenderBuffers *buffers;
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Tile()
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{}
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Tile(int index_, int x_, int y_, int w_, int h_, int device_, State state_ = RENDER)
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: index(index_), x(x_), y(y_), w(w_), h(h_), device(device_), state(state_), buffers(NULL) {}
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};
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/* Tile order */
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/* Note: this should match enum_tile_order in properties.py */
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enum TileOrder {
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TILE_CENTER = 0,
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TILE_RIGHT_TO_LEFT = 1,
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TILE_LEFT_TO_RIGHT = 2,
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TILE_TOP_TO_BOTTOM = 3,
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TILE_BOTTOM_TO_TOP = 4,
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TILE_HILBERT_SPIRAL = 5,
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};
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/* Tile Manager */
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class TileManager {
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public:
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BufferParams params;
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struct State {
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vector<Tile> tiles;
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int tile_stride;
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BufferParams buffer;
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int sample;
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int num_samples;
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int resolution_divider;
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int num_tiles;
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/* Total samples over all pixels: Generally num_samples*num_pixels,
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* but can be higher due to the initial resolution division for previews. */
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uint64_t total_pixel_samples;
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/* These lists contain the indices of the tiles to be rendered/denoised and are used
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* when acquiring a new tile for the device.
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* Each list in each vector is for one logical device. */
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vector<list<int> > render_tiles;
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vector<list<int> > denoising_tiles;
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} state;
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int num_samples;
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TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution,
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bool preserve_tile_device, bool background, TileOrder tile_order, int num_devices = 1);
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~TileManager();
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void free_device();
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void reset(BufferParams& params, int num_samples);
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void set_samples(int num_samples);
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bool next();
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bool next_tile(Tile* &tile, int device = 0);
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bool finish_tile(int index, bool& delete_tile);
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bool done();
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void set_tile_order(TileOrder tile_order_) { tile_order = tile_order_; }
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/* ** Sample range rendering. ** */
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/* Start sample in the range. */
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int range_start_sample;
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/* Number to samples in the rendering range. */
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int range_num_samples;
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/* Get number of actual samples to render. */
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int get_num_effective_samples();
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/* Schedule tiles for denoising after they've been rendered. */
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bool schedule_denoising;
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protected:
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void set_tiles();
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bool progressive;
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int2 tile_size;
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TileOrder tile_order;
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int start_resolution;
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int num_devices;
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/* in some cases it is important that the same tile will be returned for the same
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* device it was originally generated for (i.e. viewport rendering when buffer is
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* allocating once for tile and then always used by it)
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*
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* in other cases any tile could be handled by any device (i.e. final rendering
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* without progressive refine)
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*/
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bool preserve_tile_device;
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/* for background render tiles should exactly match render parts generated from
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* blender side, which means image first gets split into tiles and then tiles are
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* assigning to render devices
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*
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* however viewport rendering expects tiles to be allocated in a special way,
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* meaning image is being sliced horizontally first and every device handles
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* it's own slice
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*/
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bool background;
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/* Generate tile list, return number of tiles. */
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int gen_tiles(bool sliced);
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int get_neighbor_index(int index, int neighbor);
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bool check_neighbor_state(int index, Tile::State state);
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};
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CCL_NAMESPACE_END
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#endif /* __TILE_H__ */
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