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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3ALukasstockner97%2FGSoC_2016%2FWeekly_Reports%2FWeek_1</id>
	<title>利用者:Lukasstockner97/GSoC 2016/Weekly Reports/Week 1 - 版の履歴</title>
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	<updated>2026-10-26T01:51:41Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_1&amp;diff=152013&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_1&amp;diff=152013&amp;oldid=prev"/>
		<updated>2018-06-28T21:20:51Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:20時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_1&amp;diff=152012&amp;oldid=prev</id>
		<title>wiki&gt;Lukasstockner97: Created page with &quot;Hi all!  So, my first weekly report for the Cycles Denoising implementation:  * I initially tried to start from the Blender side and add custom passes there that the render engin...&quot;</title>
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		<updated>2016-08-01T12:56:04Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Hi all!  So, my first weekly report for the Cycles Denoising implementation:  * I initially tried to start from the Blender side and add custom passes there that the render engin...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Hi all!&lt;br /&gt;
&lt;br /&gt;
So, my first weekly report for the Cycles Denoising implementation:&lt;br /&gt;
&lt;br /&gt;
* I initially tried to start from the Blender side and add custom passes there that the render engine can set and that aren&amp;#039;t shown in the UI, but the whole source/blender/render/ code is still a bit confusing. So, I decided to do the Cycles side of things first (as planned in the schedule) and return to that area later as it&amp;#039;s not that relevant for first denoising results anyways.&lt;br /&gt;
&lt;br /&gt;
* As explained in the proposal [1, &amp;quot;Avoiding tile-edge artifacts&amp;quot;], on the one hand, it&amp;#039;s necessary to wait for neighbor tiles to be rendered before denoising. On the other hand, you want to keep as few tiles as possible in memory since they might need a significant amount of memory. Currently, Cycles just renders each tile, returns it to Blender and forgets about it. So, I had to redesign the tile management to allow multiple &amp;quot;stages&amp;quot; for a tile - rendering, denoising, freeing, all as soon as possible to avoid large amounts of memory usage. That&amp;#039;s implemented in [2] and [3].&lt;br /&gt;
&lt;br /&gt;
* Then, of course, Cycles needs to store the additional data needed for denoising, so I implemented that in [4].&lt;br /&gt;
&lt;br /&gt;
* All of the above is useless if you can&amp;#039;t enable it, so the next step obviously was to implement the user interface and Blender-&amp;gt;Cycles syncing code, which I did in [5]. It also needs custom defaults, so those are in [6].&lt;br /&gt;
&lt;br /&gt;
* The next step is to actually produce the denoising data that is stored in the passes. That&amp;#039;s a bit tricky because the passes (normal, color and depth) should be similar to the actual result, but noise-free. So, for a diffuse object you just use its normal and color. For a mirror, it works way better to use the normal and color of the second bounce since that&amp;#039;s essentially what you see in the end. However, at which roughness do you stop using the second bounce? For Glass it&amp;#039;s even harder, since you have to decide between using the first hit, the reflected path and the refracted one - mixing doesn&amp;#039;t work since that adds noise again.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve come up with a few heuristics that seem to produce decent results for most scenes, so I&amp;#039;ll commit those pretty soon.&lt;br /&gt;
&lt;br /&gt;
You can already try out the branch (soc-2016-cycles_denoising) and see the multi-stage tile system in action - when you enable denoising for the RenderLayer, the &amp;quot;denoiser&amp;quot; currently makes the processed tiles twice as bright to get some visual feedback until the proper one is in place.&lt;br /&gt;
&lt;br /&gt;
So, the plan for next week is to:&lt;br /&gt;
* Finish and commit the code that produces the denoiser data&lt;br /&gt;
* Try to work out how to add the custom passes in Blender, most likely combined with poking people on IRC &lt;br /&gt;
* Possibly start already with the clean implementation of the basic denoising code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[1] https://wiki.blender.org/index.php/User:Lukasstockner97/GSoC_2016/Proposal&lt;br /&gt;
&lt;br /&gt;
[2] https://developer.blender.org/rBb65836195418f2f9b4d744c45a387cb19bc4447c&lt;br /&gt;
&lt;br /&gt;
[3] https://developer.blender.org/rB49018d273c6662ca9e679f7c21515577e848ff28&lt;br /&gt;
&lt;br /&gt;
[4] https://developer.blender.org/rBe855dede3881106194cb8fdfdaced0dde0b4ac01&lt;br /&gt;
&lt;br /&gt;
[5] https://developer.blender.org/rB2d0bfbd6f628cc80c777f81832f5011f419d870a&lt;br /&gt;
&lt;br /&gt;
[6] https://developer.blender.org/rB079616159fcb1e84fc7b19a901087bd6f605919f&lt;/div&gt;</summary>
		<author><name>wiki&gt;Lukasstockner97</name></author>
		
	</entry>
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