godot/thirdparty/oidn/core/autoencoder.h

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// ======================================================================== //
// Copyright 2009-2019 Intel Corporation //
// //
// Licensed under the Apache License, Version 2.0 (the "License"); //
// you may not use this file except in compliance with the License. //
// You may obtain a copy of the License at //
// //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
// Unless required by applicable law or agreed to in writing, software //
// distributed under the License is distributed on an "AS IS" BASIS, //
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
// See the License for the specific language governing permissions and //
// limitations under the License. //
// ======================================================================== //
#pragma once
#include "filter.h"
#include "network.h"
#include "transfer_function.h"
namespace oidn {
// --------------------------------------------------------------------------
// AutoencoderFilter - Direct-predicting autoencoder
// --------------------------------------------------------------------------
class AutoencoderFilter : public Filter
{
protected:
static constexpr int alignment = 32; // required spatial alignment in pixels (padding may be necessary)
static constexpr int receptiveField = 222; // receptive field in pixels
static constexpr int overlap = roundUp(receptiveField / 2, alignment); // required spatial overlap between tiles in pixels
static constexpr int estimatedBytesBase = 16*1024*1024; // estimated base memory usage
static constexpr int estimatedBytesPerPixel8 = 889; // estimated memory usage per pixel for K=8
static constexpr int estimatedBytesPerPixel16 = 2185; // estimated memory usage per pixel for K=16
Image color;
Image albedo;
Image normal;
Image output;
bool hdr = false;
float hdrScale = std::numeric_limits<float>::quiet_NaN();
bool srgb = false;
int maxMemoryMB = 6000; // approximate maximum memory usage in MBs
int H = 0; // image height
int W = 0; // image width
int tileH = 0; // tile height
int tileW = 0; // tile width
int tileCountH = 1; // number of tiles in H dimension
int tileCountW = 1; // number of tiles in W dimension
std::shared_ptr<Executable> net;
std::shared_ptr<Node> inputReorder;
std::shared_ptr<Node> outputReorder;
struct
{
void* ldr = nullptr;
void* ldr_alb = nullptr;
void* ldr_alb_nrm = nullptr;
void* hdr = nullptr;
void* hdr_alb = nullptr;
void* hdr_alb_nrm = nullptr;
} weightData;
explicit AutoencoderFilter(const Ref<Device>& device);
virtual std::shared_ptr<TransferFunction> makeTransferFunc();
public:
void setImage(const std::string& name, const Image& data) override;
void set1i(const std::string& name, int value) override;
int get1i(const std::string& name) override;
void set1f(const std::string& name, float value) override;
float get1f(const std::string& name) override;
void commit() override;
void execute() override;
private:
void computeTileSize();
template<int K>
std::shared_ptr<Executable> buildNet();
bool isCommitted() const { return bool(net); }
};
// --------------------------------------------------------------------------
// RTFilter - Generic ray tracing denoiser
// --------------------------------------------------------------------------
// Godot doesn't need Raytracing filters. Removing them saves space in the weights files.
#if 0
class RTFilter : public AutoencoderFilter
{
public:
explicit RTFilter(const Ref<Device>& device);
};
#endif
// --------------------------------------------------------------------------
// RTLightmapFilter - Ray traced lightmap denoiser
// --------------------------------------------------------------------------
class RTLightmapFilter : public AutoencoderFilter
{
public:
explicit RTLightmapFilter(const Ref<Device>& device);
std::shared_ptr<TransferFunction> makeTransferFunc() override;
};
} // namespace oidn