On 2/20/2014 5:17 PM, matt estela
wrote:
Pierre, have you had a look at the
multi-dimensional denoise stuff? we talked about implmenting it
at animal, but other things took priority.
Can't find the exact paper, we were discussing, but
basically something that'd look at all the available aov's
generated (diff, spec, refl, surfacecolour, normals, position,
raw light etc), use that to work out what is noise and what is
texture detail, where edges are, and steer the denoiser
appropriately.
It's interesting, we had a few requests like that over time but
haven't given much thoughts.
Seems there is 2 problems here, the noise and the potential
flickering caused by the filling (sparse interpolation) - I also see
the reference you provided also adds a third problem as they show
the noise changing scale through some lens effect (DOF). Would need
to think some more about that :)
Seems the two most useful extra passes to start would be:
1) surface normals tangent to the camera (or derive approximation
good enough for filtering from position or Z) and;
2) some fast to render noise-free local illumination RGBA render
(assuming the difference between that and the desired global
illuminated result is suddenly there is a spot on the wall or the
face has lot more shading contrast/details... ).
Theory would be something like you need: (or a variation of
that - would need to play)
1) what is sometimes in image processing described as
cartoon-texture decomposition - here this would mean you need a
residual image that has all the noise in it, a base that has no
noise and clean textures, just not all the shading details provided
by the GI. Essentially you want to isolate as a separate image a GI
pass.
2) and a filter needs a similarity and a distance weight -- distance
here meaning if the filter hits a large normal discontinuity it
ignores that (it's strenght in a direction weakens as the slope
increases) - or if you prefer you want the filter to diffuse
following the normals.
I would like to work on this problem, except I have very limited
Maya skills. I am pretty much downgraded skill wise to I can load a
scene and check someone render settings and render... I would need
a number of different data sets to play with - maybe in a few
months (busy right now) we could work with AL making this more
practical ? (hey! I even worked in the old office shortly 20 years
ago now :) )
Cheers (and back to work),
Pierre @
revisionfx.com