blender/intern/cycles/device/device_task.h
Lukas Stockner e379a9ba91 Cycles: add animation denoising Python operator.
This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.

By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.

Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.

There is no user interface yet for this feature, that comes later.

Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!

Differential Revision: https://developer.blender.org/D3889
2019-02-11 13:39:08 +01:00

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3.0 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.
*/
#ifndef __DEVICE_TASK_H__
#define __DEVICE_TASK_H__
#include "device/device_memory.h"
#include "util/util_function.h"
#include "util/util_list.h"
#include "util/util_task.h"
CCL_NAMESPACE_BEGIN
/* Device Task */
class Device;
class RenderBuffers;
class RenderTile;
class Tile;
class DenoiseParams {
public:
/* Pixel radius for neighbouring pixels to take into account. */
int radius;
/* Controls neighbor pixel weighting for the denoising filter. */
float strength;
/* Preserve more or less detail based on feature passes. */
float feature_strength;
/* When removing pixels that don't carry information, use a relative threshold instead of an absolute one. */
bool relative_pca;
/* How many frames before and after the current center frame are included. */
int neighbor_frames;
/* Clamp the input to the range of +-1e8. Should be enough for any legitimate data. */
bool clamp_input;
DenoiseParams()
{
radius = 8;
strength = 0.5f;
feature_strength = 0.5f;
relative_pca = false;
neighbor_frames = 2;
clamp_input = true;
}
};
class DeviceTask : public Task {
public:
typedef enum { RENDER, FILM_CONVERT, SHADER } Type;
Type type;
int x, y, w, h;
device_ptr rgba_byte;
device_ptr rgba_half;
device_ptr buffer;
int sample;
int num_samples;
int offset, stride;
device_ptr shader_input;
device_ptr shader_output;
int shader_eval_type;
int shader_filter;
int shader_x, shader_w;
int passes_size;
explicit DeviceTask(Type type = RENDER);
int get_subtask_count(int num, int max_size = 0);
void split(list<DeviceTask>& tasks, int num, int max_size = 0);
void update_progress(RenderTile *rtile, int pixel_samples = -1);
function<bool(Device *device, RenderTile&)> acquire_tile;
function<void(long, int)> update_progress_sample;
function<void(RenderTile&)> update_tile_sample;
function<void(RenderTile&)> release_tile;
function<bool()> get_cancel;
function<void(RenderTile*, Device*)> map_neighbor_tiles;
function<void(RenderTile*, Device*)> unmap_neighbor_tiles;
DenoiseParams denoising;
bool denoising_from_render;
vector<int> denoising_frames;
bool denoising_do_filter;
bool denoising_write_passes;
int pass_stride;
int frame_stride;
int target_pass_stride;
int pass_denoising_data;
int pass_denoising_clean;
bool need_finish_queue;
bool integrator_branched;
int2 requested_tile_size;
protected:
double last_update_time;
};
CCL_NAMESPACE_END
#endif /* __DEVICE_TASK_H__ */