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