DGDenoise

These CUDA filters are packaged into DGDecodeNV, which is part of DGDecNV.
Selur
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Re: About DGDenoise

Post by Selur » Sun Aug 21, 2016 10:23 am

Nice! Thanks for looking into it. :)

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admin
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Re: About DGDenoise

Post by admin » Sun Aug 21, 2016 10:28 am

OK, new version uploaded. Fixes:

* Shortnames
* Cropping artifacts
* Default strength for NLM lowered.

The remaining issues are all a result of the current server design. I am looking into moving everything into the filter DLL. Remember when I first started DGDecNV with a server? The old CUVID server! ;)

The nVidia bilateral filter looks nice. I'll probably add it as a kernel.

Selur
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Re: About DGDenoise

Post by Selur » Sun Aug 21, 2016 10:38 am

I can confirm that short file names work fine now and that the artifacts are gone :) :bravo:
I am looking into moving everything into the filter DLL.
Looking forward to it. :D

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Re: About DGDenoise

Post by admin » Sun Aug 21, 2016 10:47 am

There's a regression with the cropping stuff. I am going to remove the upload until it is fixed. I may have to enforce mod8 and require you to crop after DGDenoise. No big deal.

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Re: About DGDenoise

Post by admin » Mon Aug 22, 2016 10:36 am

I re-uploaded it with the regression fixed.

I am going to focus on integrating things into the filter and ditching the server. Still, I'll be happy to receive feedback on the denoising implementation.

Selur
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Re: About DGDenoise

Post by Selur » Mon Aug 22, 2016 11:04 am

Totally groggy from work today, but will do some testing the next few days. :)

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Re: About DGDenoise

Post by admin » Mon Aug 22, 2016 11:57 am

Take a break, my friend, you've already done a lot for me.

Selur
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Re: About DGDenoise

Post by Selur » Tue Aug 23, 2016 2:51 pm

btw. did some encodes using DGDenoise on different sources with different strength levels, haven't looked at the results yet, but uploaded the files to my GoogleDrive in the 'denoising' folder if you or someone else wants to look at them.
(will probably encode a few other sources too in the next few days)

Cu Selur

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Re: About DGDenoise

Post by admin » Tue Aug 23, 2016 5:23 pm

Sweet, thank you, I will have a look.

I made good progress today on ditching the server and integrating everything into the Avisynth filter. I eliminated the use of freeglut/glew (that is, all vestiges of OpenGL), and did everything with a raw CUDA texture. Right now it is still an executable using the CUDA runtime API, but I can move the code right into the filter DLL. That wasn't possible before due to the OpenGL dependency. I haven't decided whether to stick with the CUDA runtime API or switch to the CUDA driver API. It would be simpler to keep the runtime API, but I never tried making a filter using the runtime API. There shouldn't be a problem but we'll see. The only downside is I have to ship cuda*_60.dll, but no big deal.

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Re: About DGDenoise

Post by gonca » Tue Aug 23, 2016 5:43 pm

Re first two sources
Strength 01
Looks good

Strength 04-05
A little too soft, some loss of detail

Bear in mind my eyes aren't what they used to be and I'm not a whiz at this like you two are
Good work D G, as always

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