blender/intern/cycles/render/buffers.h
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

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/*
* 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.
*/
#ifndef __BUFFERS_H__
#define __BUFFERS_H__
#include "device/device_memory.h"
#include "render/film.h"
#include "kernel/kernel_types.h"
#include "util/util_half.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
struct DeviceDrawParams;
struct float4;
/* Buffer Parameters
* Size of render buffer and how it fits in the full image (border render). */
class BufferParams {
public:
/* width/height of the physical buffer */
int width;
int height;
/* offset into and width/height of the full buffer */
int full_x;
int full_y;
int full_width;
int full_height;
/* passes */
array<Pass> passes;
bool denoising_data_pass;
/* If only some light path types should be denoised, an additional pass is needed. */
bool denoising_clean_pass;
/* functions */
BufferParams();
void get_offset_stride(int& offset, int& stride);
bool modified(const BufferParams& params);
void add_pass(PassType type);
int get_passes_size();
int get_denoising_offset();
};
/* Render Buffers */
class RenderBuffers {
public:
/* buffer parameters */
BufferParams params;
/* float buffer */
device_vector<float> buffer;
/* random number generator state */
device_vector<uint> rng_state;
Device *device;
explicit RenderBuffers(Device *device);
~RenderBuffers();
void reset(Device *device, BufferParams& params);
bool copy_from_device(Device *from_device = NULL);
bool get_pass_rect(PassType type, float exposure, int sample, int components, float *pixels);
bool get_denoising_pass_rect(int offset, float exposure, int sample, int components, float *pixels);
protected:
void device_free();
};
/* Display Buffer
*
* The buffer used for drawing during render, filled by converting the render
* buffers to byte of half float storage */
class DisplayBuffer {
public:
/* buffer parameters */
BufferParams params;
/* dimensions for how much of the buffer is actually ready for display.
* with progressive render we can be using only a subset of the buffer.
* if these are zero, it means nothing can be drawn yet */
int draw_width, draw_height;
/* draw alpha channel? */
bool transparent;
/* use half float? */
bool half_float;
/* byte buffer for converted result */
device_vector<uchar4> rgba_byte;
device_vector<half4> rgba_half;
DisplayBuffer(Device *device, bool linear = false);
~DisplayBuffer();
void reset(Device *device, BufferParams& params);
void write(Device *device, const string& filename);
void draw_set(int width, int height);
void draw(Device *device, const DeviceDrawParams& draw_params);
bool draw_ready();
device_memory& rgba_data();
protected:
void device_free();
Device *device;
};
/* Render Tile
* Rendering task on a buffer */
class RenderTile {
public:
typedef enum { PATH_TRACE, DENOISE } Task;
Task task;
int x, y, w, h;
int start_sample;
int num_samples;
int sample;
int resolution;
int offset;
int stride;
int tile_index;
device_ptr buffer;
device_ptr rng_state;
RenderBuffers *buffers;
RenderTile();
};
CCL_NAMESPACE_END
#endif /* __BUFFERS_H__ */