Files
blender/intern/cycles/kernel/split/kernel_buffer_update.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

198 lines
7.5 KiB
C

/*
* Copyright 2011-2015 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
/* This kernel takes care of rays that hit the background (sceneintersect
* kernel), and for the rays of state RAY_UPDATE_BUFFER it updates the ray's
* accumulated radiance in the output buffer. This kernel also takes care of
* rays that have been determined to-be-regenerated.
*
* We will empty QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS queue in this kernel.
*
* Typically all rays that are in state RAY_HIT_BACKGROUND, RAY_UPDATE_BUFFER
* will be eventually set to RAY_TO_REGENERATE state in this kernel.
* Finally all rays of ray_state RAY_TO_REGENERATE will be regenerated and put
* in queue QUEUE_ACTIVE_AND_REGENERATED_RAYS.
*
* State of queues when this kernel is called:
* At entry,
* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE rays.
* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be filled with
* RAY_UPDATE_BUFFER, RAY_HIT_BACKGROUND, RAY_TO_REGENERATE rays.
* At exit,
* - QUEUE_ACTIVE_AND_REGENERATED_RAYS will be filled with RAY_ACTIVE and
* RAY_REGENERATED rays.
* - QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS will be empty.
*/
ccl_device void kernel_buffer_update(KernelGlobals *kg,
ccl_local_param unsigned int *local_queue_atomics)
{
if(ccl_local_id(0) == 0 && ccl_local_id(1) == 0) {
*local_queue_atomics = 0;
}
ccl_barrier(CCL_LOCAL_MEM_FENCE);
int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
if(ray_index == 0) {
/* We will empty this queue in this kernel. */
kernel_split_params.queue_index[QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS] = 0;
}
char enqueue_flag = 0;
ray_index = get_ray_index(kg, ray_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
1);
#ifdef __COMPUTE_DEVICE_GPU__
/* If we are executing on a GPU device, we exit all threads that are not
* required.
*
* If we are executing on a CPU device, then we need to keep all threads
* active since we have barrier() calls later in the kernel. CPU devices,
* expect all threads to execute barrier statement.
*/
if(ray_index == QUEUE_EMPTY_SLOT) {
return;
}
#endif
#ifndef __COMPUTE_DEVICE_GPU__
if(ray_index != QUEUE_EMPTY_SLOT) {
#endif
ccl_global uint *rng_state = kernel_split_params.rng_state;
int stride = kernel_split_params.stride;
ccl_global char *ray_state = kernel_split_state.ray_state;
#ifdef __KERNEL_DEBUG__
DebugData *debug_data = &kernel_split_state.debug_data[ray_index];
#endif
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
ccl_global float *L_transparent = &kernel_split_state.L_transparent[ray_index];
RNG rng = kernel_split_state.rng[ray_index];
ccl_global float *buffer = kernel_split_params.buffer;
unsigned int work_index;
ccl_global uint *initial_rng;
unsigned int sample;
unsigned int tile_x;
unsigned int tile_y;
unsigned int pixel_x;
unsigned int pixel_y;
work_index = kernel_split_state.work_array[ray_index];
sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
get_work_pixel_tile_position(kg, &pixel_x, &pixel_y,
&tile_x, &tile_y,
work_index,
ray_index);
initial_rng = rng_state;
rng_state += kernel_split_params.offset + pixel_x + pixel_y*stride;
buffer += (kernel_split_params.offset + pixel_x + pixel_y*stride) * kernel_data.film.pass_stride;
if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
kernel_write_light_passes(kg, buffer, L, sample);
#ifdef __KERNEL_DEBUG__
kernel_write_debug_passes(kg, buffer, state, debug_data, sample);
#endif
/* accumulate result in output buffer */
bool is_shadow_catcher = (state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_write_result(kg, buffer, sample, L, 1.0f - (*L_transparent), is_shadow_catcher);
path_rng_end(kg, rng_state, rng);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
/* We have completed current work; So get next work */
int valid_work = get_next_work(kg, &work_index, ray_index);
if(!valid_work) {
/* If work is invalid, this means no more work is available and the thread may exit */
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_INACTIVE);
}
if(IS_STATE(ray_state, ray_index, RAY_TO_REGENERATE)) {
kernel_split_state.work_array[ray_index] = work_index;
/* Get the sample associated with the current work */
sample = get_work_sample(kg, work_index, ray_index) + kernel_split_params.start_sample;
/* Get pixel and tile position associated with current work */
get_work_pixel_tile_position(kg, &pixel_x, &pixel_y, &tile_x, &tile_y, work_index, ray_index);
/* Remap rng_state according to the current work */
rng_state = initial_rng + kernel_split_params.offset + pixel_x + pixel_y*stride;
/* Remap buffer according to the current work */
buffer += (kernel_split_params.offset + pixel_x + pixel_y*stride) * kernel_data.film.pass_stride;
/* Initialize random numbers and ray. */
kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng, ray);
if(ray->t != 0.0f) {
/* Initialize throughput, L_transparent, Ray, PathState;
* These rays proceed with path-iteration.
*/
*throughput = make_float3(1.0f, 1.0f, 1.0f);
*L_transparent = 0.0f;
path_radiance_init(L, kernel_data.film.use_light_pass);
path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, &rng, sample, ray);
#ifdef __SUBSURFACE__
kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
#endif
#ifdef __KERNEL_DEBUG__
debug_data_init(debug_data);
#endif
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
enqueue_flag = 1;
}
else {
/* These rays do not participate in path-iteration. */
float4 L_rad = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
/* Accumulate result in output buffer. */
kernel_write_pass_float4(buffer, sample, L_rad);
path_rng_end(kg, rng_state, rng);
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_TO_REGENERATE);
}
}
}
kernel_split_state.rng[ray_index] = rng;
#ifndef __COMPUTE_DEVICE_GPU__
}
#endif
/* Enqueue RAY_REGENERATED rays into QUEUE_ACTIVE_AND_REGENERATED_RAYS;
* These rays will be made active during next SceneIntersectkernel.
*/
enqueue_ray_index_local(ray_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
enqueue_flag,
kernel_split_params.queue_size,
local_queue_atomics,
kernel_split_state.queue_data,
kernel_split_params.queue_index);
}
CCL_NAMESPACE_END