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	<title>利用者:Lukasstockner97/GSoC 2016/Weekly Reports/Week 8 - 版の履歴</title>
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	<updated>2026-10-26T03:03:56Z</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_8&amp;diff=152031&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:20:53Z</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;
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				&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>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Lukasstockner97/GSoC_2016/Weekly_Reports/Week_8&amp;diff=152030&amp;oldid=prev</id>
		<title>wiki&gt;Lukasstockner97: Created page with &quot;Hi!  So, this week I mainly worked on integrating a shadow pass into the Denoiser. In theory, you can use any pass - first I tried something just like the regular Shadow pass in ...&quot;</title>
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		<updated>2016-08-01T14:24:51Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Hi!  So, this week I mainly worked on integrating a shadow pass into the Denoiser. In theory, you can use any pass - first I tried something just like the regular Shadow pass in ...&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!&lt;br /&gt;
&lt;br /&gt;
So, this week I mainly worked on integrating a shadow pass into the Denoiser.&lt;br /&gt;
In theory, you can use any pass - first I tried something just like the regular Shadow pass in Cycles, just also including meshes and the background. It kind of worked, but for LWR it&amp;#039;s best to maximize correlation between features and image. Since the shadow pass only records the fraction of successful light queries and doesn&amp;#039;t account for strength differences, that&amp;#039;s not really the case.&lt;br /&gt;
Therefore, I decided to use the same approach I used back in the shadowcatcher patch - record both regular light contribution as well as all contribution without accounting for shadow checks - the ratio is the amount of shadowing. The result is pretty good, but also quite noisy. As explained in the last mail, noise in features carries over into the image.&lt;br /&gt;
&lt;br /&gt;
So, the shadow pass needs to be prefiltered. For that, I combined some techniques from &amp;quot;Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings&amp;quot; and &amp;quot;Adaptive Rendering with Non-Local Means Filtering&amp;quot;:&lt;br /&gt;
* Instead of using one pass, the info is split into two buffers, one containing all the odd samples and one the even ones.&lt;br /&gt;
* Then, the variance of the feature pass can be estimated from the squared difference of the even and odd ratio (aka Buffer Variance) - it&amp;#039;s quite noisy, though&lt;br /&gt;
* Variance can also be estimated on the fly (aka Sample Variance), but due to the ratio involved it can only be approximate.&lt;br /&gt;
* So, to get smooth and accurate values, the buffer variance is filtered using Non-Local Means filtering with weights coming from the Sample Variance.&lt;br /&gt;
&lt;br /&gt;
Then, this variance info is used to smooth the even and odd buffer. To get rid of remaining artifacts, a second filter pass is performed with variance info coming from the difference of the two filter results.&lt;br /&gt;
&lt;br /&gt;
That way, we get a smooth, noise-free and accurate shadow feature pass to use in the denoiser. The actual changes required to use the additional feature are minimal.&lt;br /&gt;
One thing that still needs to be done is downweighting the shadow pass around edges since it can get a bit funky there, which might currently cause a bit of noise on edges.&lt;br /&gt;
&lt;br /&gt;
That already improved results a lot, but that annoying bug that caused haloing on imaged edges was still there.&lt;br /&gt;
So, to finally track it down, I hacked the old demo code into the new system and ran two instances of GDB with old and new code, respectively. By comparing every value, I could find the problem: As an optimization, the new code stores the inverse of the bandwidth, therefore saving a lot of divides. However, at another part in the code, I forgot about that and just multiplied it with a factor instead of dividing as I should (since it&amp;#039;s the inverse).&lt;br /&gt;
The effect of that bug was that when the filter decided to get narrower to preserve edges, it actually got wider, causing these halos.&lt;br /&gt;
&lt;br /&gt;
Also, I fixed a bug that caused feature passes to be all black with OSL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I intended to clean up and push all this today after my University exam, but couldn&amp;#039;t get home due to all the Munich stuff happening, so I&amp;#039;ll do it tomorrow. Sorry for the long time without commits, but I can promise some amazing filter quality improvements - the bugfix makes the branch work just as well as the old builds, and the shadow pass makes it work even better!&lt;br /&gt;
&lt;br /&gt;
Considering the amazing performance of the NLM filtering for the shadow feature, I&amp;#039;ll continue improving the core filter algorithm next week - using image-based NLM weights instead of the feature-pass-based Epanechnikov kernels should reduce overblurring in case the features still don&amp;#039;t explain details (like it happens with glass or slightly rough objects). Also, doing even-odd splitting for the image as well, filtering both independently and then doing a second pass like it&amp;#039;s done for the shadow pass might help to get rid of remaining artifacts.&lt;br /&gt;
So, expect more quality improvements in the future!&lt;br /&gt;
&lt;br /&gt;
Lukas&lt;/div&gt;</summary>
		<author><name>wiki&gt;Lukasstockner97</name></author>
		
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