EDIT: this post oringinally was called “Shadow Issue After Denoising render result of Photon Mapper Sample”
this part is SOLVED. (usage of “appendLaunch” was wrong in my code, see post #7 of this thread)
now thread renamed, cause a related exception still is present
SOLVED: using one TOP GROUP instead of a group hierarchy solved it! Thanks Detlef.
I tried 3 different settings:
Test 1. adding the Denoiser+ToneMapper stages (from Denoiser Sample in OptiX 5.0.0 SDK) to Photon Mapper of
OptiX Advaned Samples. (see result in picture1.jpg)
As you see a Gamma issue occurs and no visibile shadows are present;
On using sutil::displayBufferGL(getTonemappedBuffer(), BUFFER_PIXEL_FORMAT_DEFAULT, true);
that even got more worse: see picture2.jpg
Test 2. pure Denoiser (see picture3.jpg) I simply removed the tone mapper stage and used
(ignoring the 2.2 Gamma issue with the training data "6.4.1 Deep-learning based Denoiser" in doc) => color seems to be ok, but shadows are still removed.
Test 3. a) tone maapping with Gamma 2.2 (as in original Denoiser sample)
b) denoiser (as in original Denoiser sample)
c) second tone mapping with Gamme 1.0 / 2.2
=> nearly same result as test 2; a very slight shadow present (picture4.jpg)
I tried out 0.0, 0.5 and 1.0 for Variable(denoiserStage->queryVariable(“blend”))->setFloat(denoiseBlend);
Always Exposure = 1.0
But no difference.
Always the Photon Mapper finishes before Denoising starts. I use:
int PhotonMappingFrames = 5; isEarlyFrame = (accumulation_frame <= (unsigned int)(numNonDenoisedFrames+PhotonMappingFrames) ); skipDenoising = (accumulation_frame <= (unsigned int)(PhotonMappingFrames));
in all cases the output is smooth, but all the shadows disappeared nearly completely.
Is there an option to configure the Denoiser to avoid this?
In the docs this is not mentioned as limitation. is it a limitation?