Hi Guys,
Any news for denoiser? I saw chaos group released a denoiser https://www.youtube.com/watch?v=z-Vu5UcMuF4 is interesting the idea to have a pass to recognize the depth for mask any Idea to generate such pass?
Best,
JO
DENOISE
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- Jolbertoquini

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Octane Render for Maya.
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Some updates on this in the presentations this week at GTC
- Jolbertoquini

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Awesome news ^^ would be a video, available on line?Goldorak wrote:Some updates on this in the presentations this week at GTC
Last edited by Jolbertoquini on Mon May 08, 2017 4:45 pm, edited 1 time in total.
Octane Render for Maya.
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at this talk ?Goldorak wrote:Some updates on this in the presentations this week at GTC
Tuesday, May 9, 10:00 AM - 10:25 AM
https://gputechconf2017.smarteventsclou ... _ID=115931
or this one ?
Wednesday, May 10, 4:30 PM - 4:55 PM
https://gputechconf2017.smarteventsclou ... _ID=114216
Pascal ANDRE
Both, as there was some overlap, but the first talk went a little more into the AI R&D work for Octane.
We're going to finish our own AI/DL denoiser R&D Octane imager module (which will be non-destructive - like tone mapping/hotpixel) and then look at the NVIDIA siggraph paper implementaiton to see if there are further improvements we can add from there (as long as they are unencumbered for use on non-NVIDIA hardware).
We did confirm the NV system works with any unbiased MC renderer (they say it is not really designed for biased renders which was interesting - makes sense as optimal biased denoiser would likely be different algorithm). It needs about 1000 sample images to be trained on a particular kernel, and does not need AOVs. This is in line with our own results so far.
Separately, in the GTC talks we showed some recent R&D test work on a highly biased real time (i.e. not final render quality) viewport denoiser being tested in OctaneImager ICEFX module This is targetting instant (60-120+ fps) denosing of RT reflecitons, relighting, AO and more for live biased/baked/light field video compositing as well as game engine/VR/AR playback.
We're going to finish our own AI/DL denoiser R&D Octane imager module (which will be non-destructive - like tone mapping/hotpixel) and then look at the NVIDIA siggraph paper implementaiton to see if there are further improvements we can add from there (as long as they are unencumbered for use on non-NVIDIA hardware).
We did confirm the NV system works with any unbiased MC renderer (they say it is not really designed for biased renders which was interesting - makes sense as optimal biased denoiser would likely be different algorithm). It needs about 1000 sample images to be trained on a particular kernel, and does not need AOVs. This is in line with our own results so far.
Separately, in the GTC talks we showed some recent R&D test work on a highly biased real time (i.e. not final render quality) viewport denoiser being tested in OctaneImager ICEFX module This is targetting instant (60-120+ fps) denosing of RT reflecitons, relighting, AO and more for live biased/baked/light field video compositing as well as game engine/VR/AR playback.
any road map for this module? 
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
Not yet. We're running more training tests right now. I have seen some worst case de-noising samples (i.e. no training for similar scenes) and it still looks pretty good. Definitely going to be useful.
hopefully it will fix noise in specular reflections that are blurred out (DOF) and noise when light shine through octane volume fogGoldorak wrote:Not yet. We're running more training tests right now. I have seen some worst case de-noising samples (i.e. no training for similar scenes) and it still looks pretty good. Definitely going to be useful.
