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Adds the option to use DLSS Ray Reconstruction for viewport denoising in Cycles. For this to work, scheduling is adjusted to continuously reset samples (so that independent frames are rendered), pixel jitter is forced on and the required denoising passes (color, depth, diffuse albedo, specular albedo, normals, roughness, motion vectors, specular motion vectors) are enabled. DLSS expects those inputs in the form of CUDA textures, while Cycles keeps passes in an interleaved buffer layout. The data therefore has to be converted, for which specialized versions of the existing denoising filter kernels are introduced, which read/write directly to temporary CUDA textures that are managed in denoiser_dlss.cpp. The integration of DLSS itself is done in a similar fashion to OptiX: The DLSS SDK is pulled in for the type definitions, but the DLSS implementation is loaded by the NVIDIA driver installed on the system. Pull Request: https://projects.blender.org/blender/blender/pulls/153077
100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "graph/node.h"
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CCL_NAMESPACE_BEGIN
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enum DenoiserType {
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DENOISER_OPTIX = 2,
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DENOISER_OPENIMAGEDENOISE = 4,
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DENOISER_DLSS = 8,
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DENOISER_NUM,
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DENOISER_NONE = 0,
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DENOISER_ALL = ~0,
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};
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/* COnstruct human-readable string which denotes the denoiser type. */
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const char *denoiserTypeToHumanReadable(DenoiserType type);
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using DenoiserTypeMask = int;
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enum DenoiserPass {
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DENOISER_PASS_NONE = 0,
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DENOISER_PASS_ALBEDO = 1 << 0,
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DENOISER_PASS_SPECULAR_ALBEDO = 1 << 1,
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DENOISER_PASS_NORMAL = 1 << 2,
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DENOISER_PASS_ROUGHNESS = 1 << 3,
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DENOISER_PASS_DEPTH = 1 << 4,
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DENOISER_PASS_MOTION = 1 << 5,
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DENOISER_PASS_BACKWARD_MOTION = 1 << 6,
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DENOISER_PASS_SPECULAR_MOTION = 1 << 7,
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};
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using DenoiserPassMask = int;
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enum DenoiserPrefilter {
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/* Best quality of the result without extra processing time, but requires guiding passes to be
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* noise-free. */
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DENOISER_PREFILTER_NONE = 1,
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/* Denoise color and guiding passes together.
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* Improves quality when guiding passes are noisy using least amount of extra processing time. */
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DENOISER_PREFILTER_FAST = 2,
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/* Prefilter noisy guiding passes before denoising color.
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* Improves quality when guiding passes are noisy using extra processing time. */
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DENOISER_PREFILTER_ACCURATE = 3,
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DENOISER_PREFILTER_NUM,
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};
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enum DenoiserQuality {
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DENOISER_QUALITY_HIGH = 1,
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DENOISER_QUALITY_BALANCED = 2,
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DENOISER_QUALITY_FAST = 3,
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DENOISER_QUALITY_NUM,
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};
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/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization.
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* The default values here do not really matter as they are always initialized from the
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* Integrator node. */
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class DenoiseParams : public Node {
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public:
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NODE_DECLARE
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/* Apply denoiser to image. */
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bool use = false;
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/* Denoiser type. */
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DenoiserType type = DENOISER_OPENIMAGEDENOISE;
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/* Viewport start sample. */
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int start_sample = 0;
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/* Auxiliary passes. */
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DenoiserPassMask passes = DENOISER_PASS_ALBEDO | DENOISER_PASS_NORMAL;
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/* Configure the denoiser to use motion vectors, previous image and a temporally stable model. */
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bool temporally_stable = false;
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/* If true, then allow, if supported, OpenImageDenoise to use GPU device.
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* If false, then OpenImageDenoise will always use CPU regardless of GPU device presence. */
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bool use_gpu = true;
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DenoiserPrefilter prefilter = DENOISER_PREFILTER_FAST;
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DenoiserQuality quality = DENOISER_QUALITY_HIGH;
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float upscale_factor = 1.0f;
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static const NodeEnum *get_type_enum();
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static const NodeEnum *get_prefilter_enum();
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static const NodeEnum *get_quality_enum();
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DenoiseParams();
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};
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CCL_NAMESPACE_END
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