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Dead white pixels even after convergence #152
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mmmm, it's part of the game. You need to bake many and many time to try to
remove the noise. Nvidia have made a optimix algorithm to reduce time an
noise. We need something similar. At the end the noise is normal.
Dario
…On Wed., Aug. 26, 2020, 6:59 a.m. Matthieu Garrigues < ***@***.***> wrote:
Hi,
Even after convergence, some noisy white pixels remains in the scene:
[image: image]
<https://user-images.githubusercontent.com/846584/91312711-d14f8300-e7b4-11ea-9f93-6bfdc62b6c61.png>
Is there any workaround ?
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Thanks for your answer. What do you mean by "bake" ? Do you mean that the noise is supposed to eventually dissapear if we leave the rendering run forever ? |
If noise is normal, it seems like we can remove most of it with a simple filter assuming local coherency. |
Some information are here:
https://alain.xyz/blog/raytracing-denoising
https://www.scitepress.org/Papers/2018/66558/66558.pdf
http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/readings/parker10_optix.pdf
Without GPU support I think that it is really hard to remove these "white
points", It's part of the problem of the "caustic" approach of path trace.
Optix is really useful in this sense.
I hope to see soon a GPU integration in this project.
…---------------------------------------
*Dario Passariello*
Principal Software Developer
Trainer and 3D Expert
https://dario.passariello.ca
mobile: +1-778-318-2645
On Wed, Aug 26, 2020 at 9:22 AM Matthieu Garrigues ***@***.***> wrote:
If noise is normal, it seems like we can remove most of it with a simple
filter assuming local coherency.
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Another note: the white dots seems to increase when we let the rendering run. Thanks @passariello for the links, I'll have a look. |
@matt-42 do you have glass on the scene? |
No glass. But I think this is due to a low roughness on materials. When I increase it the white dots dissapear... |
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Hi,
Even after convergence, some noisy white pixels remains in the scene:
Is there any workaround ?
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