Files
test2/intern/cycles/kernel/svm/svm_image.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

338 lines
14 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.
*/
CCL_NAMESPACE_BEGIN
/* Float4 textures on various devices. */
#if defined(__KERNEL_CPU__)
# define TEX_NUM_FLOAT4_IMAGES TEX_NUM_FLOAT4_CPU
#elif defined(__KERNEL_CUDA__)
# if __CUDA_ARCH__ < 300
# define TEX_NUM_FLOAT4_IMAGES TEX_NUM_FLOAT4_CUDA
# else
# define TEX_NUM_FLOAT4_IMAGES TEX_NUM_FLOAT4_CUDA_KEPLER
# endif
#else
# define TEX_NUM_FLOAT4_IMAGES TEX_NUM_FLOAT4_OPENCL
#endif
ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
{
#ifdef __KERNEL_CPU__
float4 r = kernel_tex_image_interp(id, x, y);
#elif defined(__KERNEL_OPENCL__)
float4 r = kernel_tex_image_interp(kg, id, x, y);
#else
float4 r;
# if __CUDA_ARCH__ < 300
/* not particularly proud of this massive switch, what are the
* alternatives?
* - use a single big 1D texture, and do our own lookup/filtering
* - group by size and use a 3d texture, performance impact
* - group into larger texture with some padding for correct lerp
*
* also note that cuda has a textures limit (128 for Fermi, 256 for Kepler),
* and we cannot use all since we still need some for other storage */
switch(id) {
case 0: r = kernel_tex_image_interp(__tex_image_float4_000, x, y); break;
case 1: r = kernel_tex_image_interp(__tex_image_float4_001, x, y); break;
case 2: r = kernel_tex_image_interp(__tex_image_float4_002, x, y); break;
case 3: r = kernel_tex_image_interp(__tex_image_float4_003, x, y); break;
case 4: r = kernel_tex_image_interp(__tex_image_float4_004, x, y); break;
case 5: r = kernel_tex_image_interp(__tex_image_byte4_005, x, y); break;
case 6: r = kernel_tex_image_interp(__tex_image_byte4_006, x, y); break;
case 7: r = kernel_tex_image_interp(__tex_image_byte4_007, x, y); break;
case 8: r = kernel_tex_image_interp(__tex_image_byte4_008, x, y); break;
case 9: r = kernel_tex_image_interp(__tex_image_byte4_009, x, y); break;
case 10: r = kernel_tex_image_interp(__tex_image_byte4_010, x, y); break;
case 11: r = kernel_tex_image_interp(__tex_image_byte4_011, x, y); break;
case 12: r = kernel_tex_image_interp(__tex_image_byte4_012, x, y); break;
case 13: r = kernel_tex_image_interp(__tex_image_byte4_013, x, y); break;
case 14: r = kernel_tex_image_interp(__tex_image_byte4_014, x, y); break;
case 15: r = kernel_tex_image_interp(__tex_image_byte4_015, x, y); break;
case 16: r = kernel_tex_image_interp(__tex_image_byte4_016, x, y); break;
case 17: r = kernel_tex_image_interp(__tex_image_byte4_017, x, y); break;
case 18: r = kernel_tex_image_interp(__tex_image_byte4_018, x, y); break;
case 19: r = kernel_tex_image_interp(__tex_image_byte4_019, x, y); break;
case 20: r = kernel_tex_image_interp(__tex_image_byte4_020, x, y); break;
case 21: r = kernel_tex_image_interp(__tex_image_byte4_021, x, y); break;
case 22: r = kernel_tex_image_interp(__tex_image_byte4_022, x, y); break;
case 23: r = kernel_tex_image_interp(__tex_image_byte4_023, x, y); break;
case 24: r = kernel_tex_image_interp(__tex_image_byte4_024, x, y); break;
case 25: r = kernel_tex_image_interp(__tex_image_byte4_025, x, y); break;
case 26: r = kernel_tex_image_interp(__tex_image_byte4_026, x, y); break;
case 27: r = kernel_tex_image_interp(__tex_image_byte4_027, x, y); break;
case 28: r = kernel_tex_image_interp(__tex_image_byte4_028, x, y); break;
case 29: r = kernel_tex_image_interp(__tex_image_byte4_029, x, y); break;
case 30: r = kernel_tex_image_interp(__tex_image_byte4_030, x, y); break;
case 31: r = kernel_tex_image_interp(__tex_image_byte4_031, x, y); break;
case 32: r = kernel_tex_image_interp(__tex_image_byte4_032, x, y); break;
case 33: r = kernel_tex_image_interp(__tex_image_byte4_033, x, y); break;
case 34: r = kernel_tex_image_interp(__tex_image_byte4_034, x, y); break;
case 35: r = kernel_tex_image_interp(__tex_image_byte4_035, x, y); break;
case 36: r = kernel_tex_image_interp(__tex_image_byte4_036, x, y); break;
case 37: r = kernel_tex_image_interp(__tex_image_byte4_037, x, y); break;
case 38: r = kernel_tex_image_interp(__tex_image_byte4_038, x, y); break;
case 39: r = kernel_tex_image_interp(__tex_image_byte4_039, x, y); break;
case 40: r = kernel_tex_image_interp(__tex_image_byte4_040, x, y); break;
case 41: r = kernel_tex_image_interp(__tex_image_byte4_041, x, y); break;
case 42: r = kernel_tex_image_interp(__tex_image_byte4_042, x, y); break;
case 43: r = kernel_tex_image_interp(__tex_image_byte4_043, x, y); break;
case 44: r = kernel_tex_image_interp(__tex_image_byte4_044, x, y); break;
case 45: r = kernel_tex_image_interp(__tex_image_byte4_045, x, y); break;
case 46: r = kernel_tex_image_interp(__tex_image_byte4_046, x, y); break;
case 47: r = kernel_tex_image_interp(__tex_image_byte4_047, x, y); break;
case 48: r = kernel_tex_image_interp(__tex_image_byte4_048, x, y); break;
case 49: r = kernel_tex_image_interp(__tex_image_byte4_049, x, y); break;
case 50: r = kernel_tex_image_interp(__tex_image_byte4_050, x, y); break;
case 51: r = kernel_tex_image_interp(__tex_image_byte4_051, x, y); break;
case 52: r = kernel_tex_image_interp(__tex_image_byte4_052, x, y); break;
case 53: r = kernel_tex_image_interp(__tex_image_byte4_053, x, y); break;
case 54: r = kernel_tex_image_interp(__tex_image_byte4_054, x, y); break;
case 55: r = kernel_tex_image_interp(__tex_image_byte4_055, x, y); break;
case 56: r = kernel_tex_image_interp(__tex_image_byte4_056, x, y); break;
case 57: r = kernel_tex_image_interp(__tex_image_byte4_057, x, y); break;
case 58: r = kernel_tex_image_interp(__tex_image_byte4_058, x, y); break;
case 59: r = kernel_tex_image_interp(__tex_image_byte4_059, x, y); break;
case 60: r = kernel_tex_image_interp(__tex_image_byte4_060, x, y); break;
case 61: r = kernel_tex_image_interp(__tex_image_byte4_061, x, y); break;
case 62: r = kernel_tex_image_interp(__tex_image_byte4_062, x, y); break;
case 63: r = kernel_tex_image_interp(__tex_image_byte4_063, x, y); break;
case 64: r = kernel_tex_image_interp(__tex_image_byte4_064, x, y); break;
case 65: r = kernel_tex_image_interp(__tex_image_byte4_065, x, y); break;
case 66: r = kernel_tex_image_interp(__tex_image_byte4_066, x, y); break;
case 67: r = kernel_tex_image_interp(__tex_image_byte4_067, x, y); break;
case 68: r = kernel_tex_image_interp(__tex_image_byte4_068, x, y); break;
case 69: r = kernel_tex_image_interp(__tex_image_byte4_069, x, y); break;
case 70: r = kernel_tex_image_interp(__tex_image_byte4_070, x, y); break;
case 71: r = kernel_tex_image_interp(__tex_image_byte4_071, x, y); break;
case 72: r = kernel_tex_image_interp(__tex_image_byte4_072, x, y); break;
case 73: r = kernel_tex_image_interp(__tex_image_byte4_073, x, y); break;
case 74: r = kernel_tex_image_interp(__tex_image_byte4_074, x, y); break;
case 75: r = kernel_tex_image_interp(__tex_image_byte4_075, x, y); break;
case 76: r = kernel_tex_image_interp(__tex_image_byte4_076, x, y); break;
case 77: r = kernel_tex_image_interp(__tex_image_byte4_077, x, y); break;
case 78: r = kernel_tex_image_interp(__tex_image_byte4_078, x, y); break;
case 79: r = kernel_tex_image_interp(__tex_image_byte4_079, x, y); break;
case 80: r = kernel_tex_image_interp(__tex_image_byte4_080, x, y); break;
case 81: r = kernel_tex_image_interp(__tex_image_byte4_081, x, y); break;
case 82: r = kernel_tex_image_interp(__tex_image_byte4_082, x, y); break;
case 83: r = kernel_tex_image_interp(__tex_image_byte4_083, x, y); break;
case 84: r = kernel_tex_image_interp(__tex_image_byte4_084, x, y); break;
case 85: r = kernel_tex_image_interp(__tex_image_byte4_085, x, y); break;
case 86: r = kernel_tex_image_interp(__tex_image_byte4_086, x, y); break;
case 87: r = kernel_tex_image_interp(__tex_image_byte4_087, x, y); break;
case 88: r = kernel_tex_image_interp(__tex_image_byte4_088, x, y); break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
# else
CUtexObject tex = kernel_tex_fetch(__bindless_mapping, id);
/* float4, byte4 and half4 */
const int texture_type = kernel_tex_type(id);
if(texture_type == IMAGE_DATA_TYPE_FLOAT4 ||
texture_type == IMAGE_DATA_TYPE_BYTE4 ||
texture_type == IMAGE_DATA_TYPE_HALF4)
{
r = kernel_tex_image_interp_float4(tex, x, y);
}
/* float, byte and half */
else {
float f = kernel_tex_image_interp_float(tex, x, y);
r = make_float4(f, f, f, 1.0f);
}
# endif
#endif
const float alpha = r.w;
if(use_alpha && alpha != 1.0f && alpha != 0.0f) {
r /= alpha;
const int texture_type = kernel_tex_type(id);
if(texture_type == IMAGE_DATA_TYPE_BYTE4 ||
texture_type == IMAGE_DATA_TYPE_BYTE)
{
r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
}
r.w = alpha;
}
if(srgb) {
r = color_srgb_to_scene_linear_v4(r);
}
return r;
}
/* Remap coordnate from 0..1 box to -1..-1 */
ccl_device_inline float3 texco_remap_square(float3 co)
{
return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
}
ccl_device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float2 tex_co;
uint use_alpha = stack_valid(alpha_offset);
if(node.w == NODE_IMAGE_PROJ_SPHERE) {
co = texco_remap_square(co);
tex_co = map_to_sphere(co);
}
else if(node.w == NODE_IMAGE_PROJ_TUBE) {
co = texco_remap_square(co);
tex_co = map_to_tube(co);
}
else {
tex_co = make_float2(co.x, co.y);
}
float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, srgb, use_alpha);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
/* get object space normal */
float3 N = sd->N;
N = sd->N;
object_inverse_normal_transform(kg, sd, &N);
/* project from direction vector to barycentric coordinates in triangles */
N.x = fabsf(N.x);
N.y = fabsf(N.y);
N.z = fabsf(N.z);
N /= (N.x + N.y + N.z);
/* basic idea is to think of this as a triangle, each corner representing
* one of the 3 faces of the cube. in the corners we have single textures,
* in between we blend between two textures, and in the middle we a blend
* between three textures.
*
* the Nxyz values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
* 7 zones, with an if() test for each zone */
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
float blend = __int_as_float(node.w);
float limit = 0.5f*(1.0f + blend);
/* first test for corners with single texture */
if(N.x > limit*(N.x + N.y) && N.x > limit*(N.x + N.z)) {
weight.x = 1.0f;
}
else if(N.y > limit*(N.x + N.y) && N.y > limit*(N.y + N.z)) {
weight.y = 1.0f;
}
else if(N.z > limit*(N.x + N.z) && N.z > limit*(N.y + N.z)) {
weight.z = 1.0f;
}
else if(blend > 0.0f) {
/* in case of blending, test for mixes between two textures */
if(N.z < (1.0f - limit)*(N.y + N.x)) {
weight.x = N.x/(N.x + N.y);
weight.x = saturate((weight.x - 0.5f*(1.0f - blend))/blend);
weight.y = 1.0f - weight.x;
}
else if(N.x < (1.0f - limit)*(N.y + N.z)) {
weight.y = N.y/(N.y + N.z);
weight.y = saturate((weight.y - 0.5f*(1.0f - blend))/blend);
weight.z = 1.0f - weight.y;
}
else if(N.y < (1.0f - limit)*(N.x + N.z)) {
weight.x = N.x/(N.x + N.z);
weight.x = saturate((weight.x - 0.5f*(1.0f - blend))/blend);
weight.z = 1.0f - weight.x;
}
else {
/* last case, we have a mix between three */
weight.x = ((2.0f - limit)*N.x + (limit - 1.0f))/(2.0f*limit - 1.0f);
weight.y = ((2.0f - limit)*N.y + (limit - 1.0f))/(2.0f*limit - 1.0f);
weight.z = ((2.0f - limit)*N.z + (limit - 1.0f))/(2.0f*limit - 1.0f);
}
}
else {
/* Desperate mode, no valid choice anyway, fallback to one side.*/
weight.x = 1.0f;
}
/* now fetch textures */
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
uint id = node.y;
float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
uint use_alpha = stack_valid(alpha_offset);
if(weight.x > 0.0f)
f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb, use_alpha);
if(weight.y > 0.0f)
f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb, use_alpha);
if(weight.z > 0.0f)
f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb, use_alpha);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
ccl_device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
uint projection = node.w;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float2 uv;
co = safe_normalize(co);
if(projection == 0)
uv = direction_to_equirectangular(co);
else
uv = direction_to_mirrorball(co);
uint use_alpha = stack_valid(alpha_offset);
float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
CCL_NAMESPACE_END