7#if defined(WITH_OPENIMAGEDENOISE)
18 friend class OIDNDenoiseContext;
25 OIDNDenoiserGPU(Device *denoiser_device,
const DenoiseParams &
params);
29 RenderBuffers *render_buffers,
30 const int num_samples,
31 bool allow_inplace_modification)
override;
33 static bool is_device_supported(
const DeviceInfo &device);
52 virtual bool denoise_run(
const DenoiseContext &context,
const DenoisePass &pass)
override;
54 OIDNFilter create_filter();
55 bool commit_and_execute_filter(OIDNFilter
filter, ExecMode mode = ExecMode::SYNC);
57 void set_filter_pass(OIDNFilter
filter,
63 size_t offset_in_bytes,
64 size_t pixel_stride_in_bytes,
65 size_t row_stride_in_bytes);
68 void release_all_resources();
70 OIDNDevice oidn_device_ =
nullptr;
71 OIDNFilter oidn_filter_ =
nullptr;
72 OIDNFilter albedo_filter_ =
nullptr;
73 OIDNFilter normal_filter_ =
nullptr;
75 bool is_configured_ =
false;
80 bool use_pass_albedo_ =
false;
81 bool use_pass_normal_ =
false;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
virtual bool denoise_run(const DenoiseContext &context, const DenoisePass &pass)=0
virtual bool denoise_create_if_needed(DenoiseContext &context)=0
virtual bool denoise_buffer(const BufferParams &buffer_params, RenderBuffers *render_buffers, const int num_samples, bool allow_inplace_modification) override
virtual bool denoise_configure_if_needed(DenoiseContext &context)=0
virtual uint get_device_type_mask() const =0
#define CCL_NAMESPACE_END
DO_INLINE void filter(lfVector *V, fmatrix3x3 *S)