Intel Open Image Denoise

英特尔开放图像降噪

As you probably already know, the longer path tracers render, the clearer the noise effect gradually becomes (see also Noise and render times). The key word here is ,gradually’: it can take very long until noise is reduced enough to achieve a useable image. It would be great if this noise can be removed or at least reduce with a method that makes rendering faster.

正如你可能已经知道的,越长的路径跟踪渲染,噪音效果逐渐变得越清晰(参见噪音和渲染时间)。这里的关键词是“渐进” : 它可能需要很长时间,直到噪音被降低到足以得到一个可用的图像。如果这个噪点能够被去除或者至少用一个方法来减少渲染速度的话,那就太好了。

This is where Denoiser comes in: this function attempts to reduce the noise via blurring. Blurring is an effect that generates an average color for an individual pixel using pixel colors that lie a certain distance away. This process is pretty fast, as you might know from Photoshop (Gaussian Blur). Does this make it ideal for reducing noise here? Not quite:

这就是 Denoiser 出现的地方: 这个函数试图通过模糊来减少噪音。模糊是一种效果,产生一个平均颜色的个人像素使用像素的颜色位于一定的距离。这个过程非常快,正如你可能知道从 Photoshop (高斯模糊)。这是否使它成为减少噪音的理想之地?不完全是:

As you can see at the center of the image, this works on surfaces that are practically homogenous but not at all at spatial edges or on textures since these are also blurred. This is why a Denoiser must restrict its blurring: it has to stop at edges or where there are large differences in contrast (at right of image).

正如你可以看到在图像的中心,这工程的表面,几乎同质,但不是所有的空间边缘或纹理,因为这些也是模糊的。这就是为什么降噪器必须限制它的模糊: 它必须停止在边缘或对比度有很大的差异(在图像的右侧)。

The Denoiser algorithms have to restrict their efforts to regions outside of any edges. Blur limits are openly visible edges, which can be geometry edges or texture edges.

Denoiser 算法不得不将他们的努力局限于任何边以外的区域。模糊限制是公开可见的边缘,可以是几何边缘或纹理边缘。

Contrary to simple 2D filters, Denoiser can also use other criteria that can help it recognize edges. Multi-passes such as Albedo, for example, can be evaluated, i.e., 3D information that is not necessarily visible in the final image.

与简单的2 d 过滤器相反,Denoiser 还可以使用其他标准来帮助它识别边缘。例如,可以计算多通道(如反照率) ,即在最终图像中不一定可见的3D 信息。

General Information

一般资料

Example using the Physical Renderer. 使用物理渲染器的示例

Save the raw image on a separate layer

将原始图像保存在单独的图层中

If enabled, the unsmoothed image (as if no Denoiser were applied) will be output as a Multi-Pass raw image. Otherwise the unsmoothed image will be lost.

如果启用,未平滑的图像(好像没有应用降噪器)将作为 Multi-Pass 原始图像输出。否则,未平滑的图像将丢失。

Albedo Pass

反照率通道

Depending if you want to have physically correct results - also applies to node-based materials - or if you want to work with the old material channel (see PBR approach), you have to select either Abedo or Material Color and enable the corresponding multi-pass.

根据你想有物理上正确的结果-也适用于节点为基础的材质-或者如果你想与旧的材质通道(见 PBR 方法) ,你必须选择 Abedo 或材质颜色和启用相应的多通道。

You should also select Material Color if you have enabled the Use Color Channel for Node Material option in the Project Settings menu.

如果您在“项目设置”菜单中启用了“为节点材质使用颜色通道”选项,则还应选择“材质颜色”。

Don’t forget the Material Normal pass, which will also be evaluated.

不要忘记 Material Normal pass,它也将被评估。

The Denoiser uses these multi-passes internally to ascertain where the borders limits are.

Denoiser 在内部使用这些多通道确定边界限制在哪里。

Tip: 提示:
The Intel Open Image Denoiser requires a specific antialiasing filter type (Catmull 0.5 and Box 0.5 for Standard and Physical renderers, respectively). The antialiasing filters will therefore be grayed out and the corresponding settings will be used. If unwanted antialiasing artefacting should occur, it can help to render the image at a larger resolution using faster settings and then scale the image down. 英特尔开放图像降噪器需要一个特定的抗锯齿滤波器类型(Catmull 0.5和 Box 0.5标准和物理渲染器,分别)。因此,反走样过滤器将变成灰色,并使用相应的设置。如果不想要的反锯齿工艺应该发生,它可以帮助渲染图像在一个更大的分辨率使用更快的设置,然后缩小图像