Author Topic: Adaptivity/Denoising rendering playground  (Read 33570 times)

2016-04-05, 21:58:32
Reply #45

guest_guest

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6 min ... Max 2013 + 1.4 beta ... 4790K + 16 GB ram ...

but ... what is the sample error ?? dead pixels ?? noise amount ??

2016-04-05, 22:03:37
Reply #46

sevecek

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but ... what is sample error ?? dead pixels ?? noise amount ??
Yes, it's a measure of noise in the picture.

2016-04-05, 23:04:21
Reply #47

guest_guest

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14 min ... Max 2013 + 1.4 beta ... 4790K + 16 GB ram ...

too noisy in mirror's reflection !! :\

2016-04-05, 23:07:30
Reply #48

guest_guest

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too noisy in mirror's reflection !! :\

Here is reflection pass ...

2016-04-06, 11:22:39
Reply #49

romullus

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14 min ... Max 2013 + 1.4 beta ... 4790K + 16 GB ram ...

too noisy in mirror's reflection !! :\

This topic is for showing personal experiments with adaptivity and denoising features. To post anything with post production applied here, makes no sense at all. Especially when that post productions so horribly ruins whole image.
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2016-05-07, 20:41:48
Reply #50

3di

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Will the noise reduction feature take into consideration distance from camera and object/texture size/detail?  So it doesn't confuse small intended geometry/texture detail with noise.

What's the approx release date of 1.4 by the way?  I'm just starting an unreal engine project, and would be tempted to hold fire if it's in the next week, so I can take advantage of render to texture.
« Last Edit: 2016-05-07, 20:48:01 by 3di »

2016-05-07, 23:23:16
Reply #51

FrostKiwi

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Will the noise reduction feature take into consideration distance from camera and object/texture size/detail?  So it doesn't confuse small intended geometry/texture detail with noise.

What's the approx release date of 1.4 by the way?  I'm just starting an unreal engine project, and would be tempted to hold fire if it's in the next week, so I can take advantage of render to texture.
As far as I read denoising papers... No, that information is not relevant at all.
You have known constants, normals after all the bump mapping and displacements stuff, albedo after the texture shading pipeline and coverage after the image has been sampled.
And the unknown constants, which is lighting. Since it is unknown we have to apply a large as possible filter kernel to average the samples, as supposed to average by sampling.
Let's define energy. Energy is where there is high variability of known stuff. More albedo noise, like grainy textures, high frequency normals increase that energy. This is the part where we cannot average and thus we chose the filter kernel low. As supposed to solid color, solid normals, where we have low energy coming from known constants, there we blur the crap out of the random lighting calculation. Lastly the local noise level is being used as a multiplier for the filter kernel aggressiveness. The coverage is being used as a cut-off not to blur edges.
As you see the (abbreviated) logic does not contain any info about camera position or textures per say, but it is solid in understanding what is detail and what is not.

The lead dev said here: https://forum.corona-renderer.com/index.php/topic,11763.msg75973.html#msg75973
, that they aim at 16.05 as a release date. a realistic +/-a week is to be expected.
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2016-05-07, 23:57:05
Reply #52

romullus

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What's the approx release date of 1.4 by the way?  I'm just starting an unreal engine project, and would be tempted to hold fire if it's in the next week, so I can take advantage of render to texture.

Be aware, that RTT won't support projection mode in v1.4 If it's important to your project, you can wait no more and look into other options for baking until Corona brings support for projection baking.
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2016-05-12, 06:40:10
Reply #53

3di

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Thanks for the clarification guys.