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I'm looking at integrating this denoising shader in Godot Engine and was wondering about denoising an HDR viewport. The engine uses a tonemapping shader to convert the viewport into a LDR image for display. For best results, should I run the denoising shader before or after tonemapping? My gut feeling tells me I should do this after tonemapping, but I'm not sure exactly.
This should be documented in the README and/or in the shader code. Thanks in advance for replying 🙂
The text was updated successfully, but these errors were encountered:
Hi Hugo, and sorry for the late answer: I just got back to my home after one week of vacancy.
Before or after tone mapping?
There is no absolute answer: it depends also on the nature of the original image.
In theory it would work better on original image (before tonemapping/bright/contrast/gamma adjustments).
This because if with tone-mapping (or other algorithm) accentuates colors (and differences between they / near pixels), then the de-noise algorithm works less.
But it's also true that if the tone-mapping (or any algorithm) "flattens" the image colors, the de-noise is more effective.
So it depends from case to case.
In glChAoS.P, I use it before all image adjustments... but mine use is more to create a "stardust effect".
I don't know if this helped you, but if you have any other doubts or need help, please let me know... from now on I should respond immediately
And thank you for considering inserting glslSmartDeNoise into your project
Michele
I'm looking at integrating this denoising shader in Godot Engine and was wondering about denoising an HDR viewport. The engine uses a tonemapping shader to convert the viewport into a LDR image for display. For best results, should I run the denoising shader before or after tonemapping? My gut feeling tells me I should do this after tonemapping, but I'm not sure exactly.
This should be documented in the README and/or in the shader code. Thanks in advance for replying 🙂
The text was updated successfully, but these errors were encountered: