227 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	Matrix4,
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| 	Vector2,
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| 	Vector3,
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| } from 'three';
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| 
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| /**
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|  * References:
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|  * https://openaccess.thecvf.com/content/WACV2021/papers/Khademi_Self-Supervised_Poisson-Gaussian_Denoising_WACV_2021_paper.pdf
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|  * https://arxiv.org/pdf/2206.01856.pdf
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|  */
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| 
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| const PoissonDenoiseShader = {
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| 
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| 	name: 'PoissonDenoiseShader',
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| 
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| 	defines: {
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| 		'SAMPLES': 16,
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| 		'SAMPLE_VECTORS': generatePdSamplePointInitializer( 16, 2, 1 ),
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| 		'NORMAL_VECTOR_TYPE': 1,
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| 		'DEPTH_VALUE_SOURCE': 0,
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| 	},
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| 
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| 	uniforms: {
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| 		'tDiffuse': { value: null },
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| 		'tNormal': { value: null },
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| 		'tDepth': { value: null },
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| 		'tNoise': { value: null },
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| 		'resolution': { value: new Vector2() },
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| 		'cameraProjectionMatrixInverse': { value: new Matrix4() },
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| 		'lumaPhi': { value: 5. },
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| 		'depthPhi': { value: 5. },
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| 		'normalPhi': { value: 5. },
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| 		'radius': { value: 4. },
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| 		'index': { value: 0 }
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		uniform sampler2D tDiffuse;
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| 		uniform sampler2D tNormal;
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| 		uniform sampler2D tDepth;
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| 		uniform sampler2D tNoise;
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| 		uniform vec2 resolution;
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| 		uniform mat4 cameraProjectionMatrixInverse;
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| 		uniform float lumaPhi;
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| 		uniform float depthPhi;
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| 		uniform float normalPhi;
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| 		uniform float radius;
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| 		uniform int index;
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| 		
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| 		#include <common>
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| 		#include <packing>
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| 
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| 		#ifndef SAMPLE_LUMINANCE
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| 		#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)
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| 		#endif
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| 
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| 		#ifndef FRAGMENT_OUTPUT
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| 		#define FRAGMENT_OUTPUT vec4(denoised, 1.)
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| 		#endif
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| 
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| 		float getLuminance(const in vec3 a) {
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| 			return SAMPLE_LUMINANCE;
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| 		}
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| 
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| 		const vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;
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| 
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| 		vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {
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| 			vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);
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| 			vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;
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| 			return viewSpacePosition.xyz / viewSpacePosition.w;
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| 		}
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| 		
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| 		float getDepth(const vec2 uv) {
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| 		#if DEPTH_VALUE_SOURCE == 1    
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| 			return textureLod(tDepth, uv.xy, 0.0).a;
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| 		#else
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| 			return textureLod(tDepth, uv.xy, 0.0).r;
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| 		#endif
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| 		}
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| 
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| 		float fetchDepth(const ivec2 uv) {
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| 			#if DEPTH_VALUE_SOURCE == 1    
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| 				return texelFetch(tDepth, uv.xy, 0).a;
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| 			#else
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| 				return texelFetch(tDepth, uv.xy, 0).r;
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| 			#endif
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| 		}
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| 
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| 		vec3 computeNormalFromDepth(const vec2 uv) {
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| 			vec2 size = vec2(textureSize(tDepth, 0));
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| 			ivec2 p = ivec2(uv * size);
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| 			float c0 = fetchDepth(p);
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| 			float l2 = fetchDepth(p - ivec2(2, 0));
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| 			float l1 = fetchDepth(p - ivec2(1, 0));
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| 			float r1 = fetchDepth(p + ivec2(1, 0));
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| 			float r2 = fetchDepth(p + ivec2(2, 0));
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| 			float b2 = fetchDepth(p - ivec2(0, 2));
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| 			float b1 = fetchDepth(p - ivec2(0, 1));
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| 			float t1 = fetchDepth(p + ivec2(0, 1));
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| 			float t2 = fetchDepth(p + ivec2(0, 2));
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| 			float dl = abs((2.0 * l1 - l2) - c0);
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| 			float dr = abs((2.0 * r1 - r2) - c0);
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| 			float db = abs((2.0 * b1 - b2) - c0);
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| 			float dt = abs((2.0 * t1 - t2) - c0);
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| 			vec3 ce = getViewPosition(uv, c0).xyz;
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| 			vec3 dpdx = (dl < dr) ?  ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz
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| 									: -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;
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| 			vec3 dpdy = (db < dt) ?  ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz
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| 									: -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;
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| 			return normalize(cross(dpdx, dpdy));
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| 		}
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| 
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| 		vec3 getViewNormal(const vec2 uv) {
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| 		#if NORMAL_VECTOR_TYPE == 2
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| 			return normalize(textureLod(tNormal, uv, 0.).rgb);
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| 		#elif NORMAL_VECTOR_TYPE == 1
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| 			return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);
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| 		#else
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| 			return computeNormalFromDepth(uv);
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| 		#endif
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| 		}
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| 
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| 		void denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout float totalWeight) {
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| 			vec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);
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| 			float sampleDepth = getDepth(sampleUv);
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| 			vec3 sampleNormal = getViewNormal(sampleUv);
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| 			vec3 neighborColor = sampleTexel.rgb;
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| 			vec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);
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| 			
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| 			float normalDiff = dot(viewNormal, sampleNormal);
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| 			float normalSimilarity = pow(max(normalDiff, 0.), normalPhi);
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| 			float lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));
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| 			float lumaSimilarity = max(1.0 - lumaDiff / lumaPhi, 0.0);
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| 			float depthDiff = abs(dot(viewPos - viewPosSample, viewNormal));
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| 			float depthSimilarity = max(1. - depthDiff / depthPhi, 0.);
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| 			float w = lumaSimilarity * depthSimilarity * normalSimilarity;
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| 		
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| 			denoised += w * neighborColor;
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| 			totalWeight += w;
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| 		}
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| 		
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| 		void main() {
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| 			float depth = getDepth(vUv.xy);	
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| 			vec3 viewNormal = getViewNormal(vUv);	
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| 			if (depth == 1. || dot(viewNormal, viewNormal) == 0.) {
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| 				discard;
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| 				return;
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| 			}
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| 			vec4 texel = textureLod(tDiffuse, vUv, 0.0);
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| 			vec3 center = texel.rgb;
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| 			vec3 viewPos = getViewPosition(vUv, depth);
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| 
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| 			vec2 noiseResolution = vec2(textureSize(tNoise, 0));
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| 			vec2 noiseUv = vUv * resolution / noiseResolution;
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| 			vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);
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|       		vec2 noiseVec = vec2(sin(noiseTexel[index % 4] * 2. * PI), cos(noiseTexel[index % 4] * 2. * PI));
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|     		mat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);
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| 		
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| 			float totalWeight = 1.0;
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| 			vec3 denoised = texel.rgb;
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| 			for (int i = 0; i < SAMPLES; i++) {
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| 				vec3 sampleDir = poissonDisk[i];
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| 				vec2 offset = rotationMatrix * (sampleDir.xy * (1. + sampleDir.z * (radius - 1.)) / resolution);
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| 				vec2 sampleUv = vUv + offset;
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| 				denoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);
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| 			}
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| 		
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| 			if (totalWeight > 0.) { 
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| 				denoised /= totalWeight;
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| 			}
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| 			gl_FragColor = FRAGMENT_OUTPUT;
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| 		}`
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| 
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| };
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| 
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| function generatePdSamplePointInitializer( samples, rings, radiusExponent ) {
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| 
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| 	const poissonDisk = generateDenoiseSamples(
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| 		samples,
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| 		rings,
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| 		radiusExponent,
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| 	);
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| 
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| 	let glslCode = 'vec3[SAMPLES](';
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| 
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| 	for ( let i = 0; i < samples; i ++ ) {
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| 
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| 		const sample = poissonDisk[ i ];
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| 		glslCode += `vec3(${sample.x}, ${sample.y}, ${sample.z})${( i < samples - 1 ) ? ',' : ')'}`;
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| 
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| 	}
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| 
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| 	return glslCode;
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| 
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| }
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| 
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| function generateDenoiseSamples( numSamples, numRings, radiusExponent ) {
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| 
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| 	const samples = [];
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| 
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| 	for ( let i = 0; i < numSamples; i ++ ) {
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| 
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| 		const angle = 2 * Math.PI * numRings * i / numSamples;
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| 		const radius = Math.pow( i / ( numSamples - 1 ), radiusExponent );
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| 		samples.push( new Vector3( Math.cos( angle ), Math.sin( angle ), radius ) );
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| 
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| 	}
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| 
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| 	return samples;
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| 
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| }
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| 
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| export { generatePdSamplePointInitializer, PoissonDenoiseShader };
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