+ | Imgui denoise

This commit is contained in:
TheRedShip
2025-02-08 23:38:49 +01:00
parent 39196a00ff
commit ee95d9954a
9 changed files with 88 additions and 28 deletions

View File

@ -78,6 +78,15 @@ struct GPUDebug
int box_treshold; int box_treshold;
}; };
struct GPUDenoise
{
int enabled;
int pass;
float c_phi;
float p_phi;
float n_phi;
};
struct GPUBvh struct GPUBvh
{ {
alignas(16) glm::vec3 min; alignas(16) glm::vec3 min;
@ -135,6 +144,7 @@ class Scene
GPUVolume &getVolume(); GPUVolume &getVolume();
GPUDebug &getDebug(); GPUDebug &getDebug();
GPUDenoise &getDenoise();
Camera *getCamera(void) const; Camera *getCamera(void) const;
GPUMaterial getMaterial(int material_index); GPUMaterial getMaterial(int material_index);
@ -162,6 +172,7 @@ class Scene
GPUVolume _gpu_volume; GPUVolume _gpu_volume;
GPUDebug _gpu_debug; GPUDebug _gpu_debug;
GPUDenoise _gpu_denoise;
Camera *_camera; Camera *_camera;
}; };

View File

@ -41,6 +41,9 @@ class Shader
GLuint getProgramCompute(void) const; GLuint getProgramCompute(void) const;
GLuint getProgramComputeDenoising(void) const; GLuint getProgramComputeDenoising(void) const;
GLuint getNormalTexture(void) const;
GLuint getPositionTexture(void) const;
std::vector<float> getOutputImage(void); std::vector<float> getOutputImage(void);

View File

@ -198,8 +198,8 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
if (i == 0) if (i == 0)
{ {
imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(hit.normal, 1.0)); imageStore(normal_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.normal), 1.0));
imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(hit.position, 1.0)); imageStore(position_texture, ivec2(gl_GlobalInvocationID.xy), vec4(normalize(hit.position), 1.0));
} }
float p = max(color.r, max(color.g, color.b)); float p = max(color.r, max(color.g, color.b));
@ -248,10 +248,6 @@ void main()
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y)) if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return; return;
// if (pixel_coords.x % 50 == 0 || pixel_coords.y % 50 == 0)
// imageStore(output_image, pixel_coords, vec4(1.,0.,0., 0.));
// return ;
if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0)) if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
return; return;
@ -260,7 +256,7 @@ void main()
vec2 jitter = randomPointInCircle(rng_state) * 1; vec2 jitter = randomPointInCircle(rng_state) * 1;
vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;; vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y; uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv, rng_state); Ray ray = initRay(uv, rng_state);

View File

@ -11,16 +11,16 @@ layout(binding = 4, rgba32f) uniform image2D normal_texture;
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform int u_pass; uniform int u_pass;
uniform float u_c_phi;
uniform float u_p_phi;
uniform float u_n_phi;
void main() void main()
{ {
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy); ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y)) if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return; return;
float c_phi = 1.0;
float p_phi = 1.0;
float n_phi = 1.0;
int holes = int(pow(2, u_pass)); int holes = int(pow(2, u_pass));
vec4 color_center = imageLoad(read_texture, pixel_coords); vec4 color_center = imageLoad(read_texture, pixel_coords);
@ -49,16 +49,15 @@ void main()
// Color weight // Color weight
float colorDist = distance(color_center, color_sample); float colorDist = distance(color_center, color_sample);
float w_c = exp(-colorDist / c_phi); float w_c = exp(-colorDist / u_c_phi);
// Position weight // Position weight
float posDist = distance(position_center, position_sample); float posDist = distance(position_center, position_sample);
float w_p = exp(-posDist / p_phi); float w_p = exp(-posDist / u_p_phi);
// Normal weight // Normal weight
float normalDist = distance(normal_center, normal_sample); float normalDist = distance(normal_center, normal_sample);
float w_n = exp(-normalDist / n_phi); float w_n = exp(-normalDist / u_n_phi);
float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n; float weight = kernel[x+2] * kernel[y+2] * w_c * w_p * w_n;

View File

@ -141,21 +141,28 @@ int main(int argc, char **argv)
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// GPUDenoise denoise = scene.getDenoise();
glUseProgram(shader.getProgramComputeDenoising()); if (denoise.enabled)
glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
for (int pass = 0; pass < 4; ++pass)
{ {
shader.flipOutputDenoising(pass % 2 == 0); glUseProgram(shader.getProgramComputeDenoising());
glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass); glUniform2fv(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_resolution"), 1, glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_c_phi"), denoise.c_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_p_phi"), denoise.p_phi);
glUniform1f(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_n_phi"), denoise.n_phi);
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1); for (int pass = 0; pass < denoise.pass ; ++pass)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); {
shader.flipOutputDenoising(pass % 2 == 0);
glUniform1i(glGetUniformLocation(shader.getProgramComputeDenoising(), "u_pass"), pass);
glDispatchCompute((WIDTH + 15) / 16, (HEIGHT + 15) / 16, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
shader.flipOutputDenoising(true);
} }
shader.flipOutputDenoising(true);
//
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@ -168,6 +175,9 @@ int main(int argc, char **argv)
window.display(); window.display();
window.pollEvents(); window.pollEvents();
glClearTexImage(shader.getNormalTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClearTexImage(shader.getPositionTexture(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
} }
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();

View File

@ -100,6 +100,7 @@ int Camera::portalTeleport(Scene *scene, float delta_time)
if (distance_portal <= distance_future_pos && glm::dot(glm::normalize(future_pos - _position), obj.normal) > 0.0f) if (distance_portal <= distance_future_pos && glm::dot(glm::normalize(future_pos - _position), obj.normal) > 0.0f)
{ {
std::cout << "Teleportation" << std::endl;
GPUObject linked_portal = scene->getObjectData()[obj.radius]; GPUObject linked_portal = scene->getObjectData()[obj.radius];
glm::mat4 portal_transform = linked_portal.transform * glm::inverse(obj.transform); glm::mat4 portal_transform = linked_portal.transform * glm::inverse(obj.transform);

View File

@ -33,6 +33,11 @@ Scene::Scene(std::string &name)
_gpu_debug.triangle_treshold = 1; _gpu_debug.triangle_treshold = 1;
_gpu_debug.box_treshold = 1; _gpu_debug.box_treshold = 1;
_gpu_denoise.enabled = 0;
_gpu_denoise.pass = 0;
_gpu_denoise.c_phi = 0.1f;
_gpu_denoise.p_phi = 0.1f;
_gpu_denoise.n_phi = 0.1f;
if (!file.is_open()) if (!file.is_open())
{ {
@ -364,6 +369,11 @@ GPUDebug &Scene::getDebug()
return (_gpu_debug); return (_gpu_debug);
} }
GPUDenoise &Scene::getDenoise()
{
return (_gpu_denoise);
}
std::vector<GPUBvhData> &Scene::getBvhData() std::vector<GPUBvhData> &Scene::getBvhData()
{ {
return (_gpu_bvh_data); return (_gpu_bvh_data);

View File

@ -300,6 +300,16 @@ GLuint Shader::getProgramComputeDenoising(void) const
return (_program_denoising); return (_program_denoising);
} }
GLuint Shader::getNormalTexture(void) const
{
return (_normal_texture);
}
GLuint Shader::getPositionTexture(void) const
{
return (_position_texture);
}
std::vector<float> Shader::getOutputImage(void) std::vector<float> Shader::getOutputImage(void)
{ {
std::vector<float> res(WIDTH * HEIGHT * 4); std::vector<float> res(WIDTH * HEIGHT * 4);

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@ -272,17 +272,37 @@ void Window::imGuiRender()
has_changed = true; has_changed = true;
} }
if (ImGui::CollapsingHeader("Denoiser"))
{
ImGui::PushID(0);
ImGui::Checkbox("Enable", (bool *)(&_scene->getDenoise().enabled));
ImGui::Separator();
if (ImGui::SliderInt("Pass", &_scene->getDenoise().pass, 0, 8))
_scene->getDenoise().pass = (_scene->getDenoise().pass / 2) * 2; // make sure it's even
ImGui::SliderFloat("Color diff", &_scene->getDenoise().c_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Position diff", &_scene->getDenoise().p_phi, 0.0f, 1.0f);
ImGui::SliderFloat("Normal diff", &_scene->getDenoise().n_phi, 0.0f, 1.0f);
ImGui::PopID();
}
if (ImGui::CollapsingHeader("Debug")) if (ImGui::CollapsingHeader("Debug"))
{ {
ImGui::PushID(0);
has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled)); has_changed |= ImGui::Checkbox("Enable", (bool *)(&_scene->getDebug().enabled));
ImGui::Separator(); ImGui::Separator();
has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2); has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000); has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000); has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
ImGui::PopID();
} }
_renderer->renderImgui();;
_renderer->renderImgui();
ImGui::End(); ImGui::End();