blender/intern/cycles/render/session.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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5.8 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 __SESSION_H__
#define __SESSION_H__
#include "render/buffers.h"
#include "device/device.h"
#include "render/shader.h"
#include "render/tile.h"
#include "util/util_progress.h"
#include "util/util_stats.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
class Device;
class DeviceScene;
class DeviceRequestedFeatures;
class DisplayBuffer;
class Progress;
class RenderBuffers;
class Scene;
/* Session Parameters */
class SessionParams {
public:
DeviceInfo device;
bool background;
bool progressive_refine;
string output_path;
bool progressive;
bool experimental;
int samples;
int2 tile_size;
TileOrder tile_order;
int start_resolution;
int threads;
bool display_buffer_linear;
bool use_denoising;
int denoising_radius;
float denoising_strength;
float denoising_feature_strength;
bool denoising_relative_pca;
double cancel_timeout;
double reset_timeout;
double text_timeout;
double progressive_update_timeout;
ShadingSystem shadingsystem;
SessionParams()
{
background = false;
progressive_refine = false;
output_path = "";
progressive = false;
experimental = false;
samples = INT_MAX;
tile_size = make_int2(64, 64);
start_resolution = INT_MAX;
threads = 0;
use_denoising = false;
denoising_radius = 8;
denoising_strength = 0.0f;
denoising_feature_strength = 0.0f;
denoising_relative_pca = false;
display_buffer_linear = false;
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
progressive_update_timeout = 1.0;
shadingsystem = SHADINGSYSTEM_SVM;
tile_order = TILE_CENTER;
}
bool modified(const SessionParams& params)
{ return !(device == params.device
&& background == params.background
&& progressive_refine == params.progressive_refine
&& output_path == params.output_path
/* && samples == params.samples */
&& progressive == params.progressive
&& experimental == params.experimental
&& tile_size == params.tile_size
&& start_resolution == params.start_resolution
&& threads == params.threads
&& use_denoising == params.use_denoising
&& denoising_radius == params.denoising_radius
&& denoising_strength == params.denoising_strength
&& denoising_feature_strength == params.denoising_feature_strength
&& denoising_relative_pca == params.denoising_relative_pca
&& display_buffer_linear == params.display_buffer_linear
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout
&& progressive_update_timeout == params.progressive_update_timeout
&& tile_order == params.tile_order
&& shadingsystem == params.shadingsystem); }
};
/* Session
*
* This is the class that contains the session thread, running the render
* control loop and dispatching tasks. */
class Session {
public:
Device *device;
Scene *scene;
RenderBuffers *buffers;
DisplayBuffer *display;
Progress progress;
SessionParams params;
TileManager tile_manager;
Stats stats;
function<void(RenderTile&)> write_render_tile_cb;
function<void(RenderTile&, bool)> update_render_tile_cb;
explicit Session(const SessionParams& params);
~Session();
void start();
bool draw(BufferParams& params, DeviceDrawParams& draw_params);
void wait();
bool ready_to_reset();
void reset(BufferParams& params, int samples);
void set_samples(int samples);
void set_pause(bool pause);
void update_scene();
void load_kernels();
void device_free();
/* Returns the rendering progress or 0 if no progress can be determined
* (for example, when rendering with unlimited samples). */
float get_progress();
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
BufferParams params;
int samples;
} delayed_reset;
void run();
void update_status_time(bool show_pause = false, bool show_done = false);
void tonemap(int sample);
void render();
void reset_(BufferParams& params, int samples);
void run_cpu();
bool draw_cpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_cpu(BufferParams& params, int samples);
void run_gpu();
bool draw_gpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_gpu(BufferParams& params, int samples);
bool acquire_tile(Device *tile_device, RenderTile& tile);
void update_tile_sample(RenderTile& tile);
void release_tile(RenderTile& tile);
void map_neighbor_tiles(RenderTile *tiles, Device *tile_device);
void unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device);
bool device_use_gl;
thread *session_thread;
volatile bool display_outdated;
volatile bool gpu_draw_ready;
volatile bool gpu_need_tonemap;
thread_condition_variable gpu_need_tonemap_cond;
bool pause;
thread_condition_variable pause_cond;
thread_mutex pause_mutex;
thread_mutex tile_mutex;
thread_mutex buffers_mutex;
thread_mutex display_mutex;
bool kernels_loaded;
double reset_time;
/* progressive refine */
double last_update_time;
bool update_progressive_refine(bool cancel);
vector<RenderTile> render_tiles;
DeviceRequestedFeatures get_requested_device_features();
/* ** Split kernel routines ** */
/* Maximumnumber of closure during session lifetime. */
int max_closure_global;
/* Get maximum number of closures to be used in kernel. */
int get_max_closure_count();
};
CCL_NAMESPACE_END
#endif /* __SESSION_H__ */