Blaster denoiser – New Features 2018

Blaster denoiser – New Features 2018

Noise in Ocean is intrinsically due to the Monte-Carlo Integration technics used to resolved Rendering Equation. Mathematically, integration converge to true value of Rendering Equation if number of iterations are infinite. Infinite numbers of iterations mean an infinite time. This is not realistic for practical applications. Noise is correlated to complexity of the rendered scene and to the time processing of rendering. So, to reduce noise, without altering the complexity of the rendered scene, we can process rendering during a long time or use denoising technics.

 

Two algorithms have been implemented in Ocean 2017, Fuser and Tenser. A new one, call Blaster, have been added in Ocean 2018. Previous denoiser are local algorithm, it means that reference pixel correction is based on near pixels. This type of algorithms are fast compare to the new one Blaster. It is slower due to its non local algorithm which improve denoiser accuracy. Thanks to the non local approach, the Blaster denoiser is well adapted for images with some pattern repetition. Two parameters are available to control it. The first one plays on gaussian noise and the second one play on impulse noise.

 

Image 1 shows the capability of the Blaster denoiser where an impulse noise is here and drastically reduced.

 

The three Ocean denoiser are well adapted to save computational time and their differences allow to parse several type of noisy images.