📄 DenoiseNode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 9 |
🧱 Classes | 1 |
📦 Imports | 34 |
📊 Variables & Constants | 10 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/tsl/display/DenoiseNode.js
📦 Imports¶
Name | Source |
---|---|
DataTexture |
three/webgpu |
RepeatWrapping |
three/webgpu |
Vector2 |
three/webgpu |
Vector3 |
three/webgpu |
TempNode |
three/webgpu |
texture |
three/tsl |
getNormalFromDepth |
three/tsl |
getViewPosition |
three/tsl |
convertToTexture |
three/tsl |
nodeObject |
three/tsl |
Fn |
three/tsl |
float |
three/tsl |
NodeUpdateType |
three/tsl |
uv |
three/tsl |
uniform |
three/tsl |
Loop |
three/tsl |
luminance |
three/tsl |
vec2 |
three/tsl |
vec3 |
three/tsl |
vec4 |
three/tsl |
uniformArray |
three/tsl |
int |
three/tsl |
dot |
three/tsl |
max |
three/tsl |
pow |
three/tsl |
abs |
three/tsl |
If |
three/tsl |
textureSize |
three/tsl |
sin |
three/tsl |
cos |
three/tsl |
mat2 |
three/tsl |
PI |
three/tsl |
property |
three/tsl |
SimplexNoise |
../../math/SimplexNoise.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
map |
any |
let/var | this.textureNode.value |
✗ |
neighborColor |
any |
let/var | texel.rgb |
✗ |
samples |
any[] |
let/var | [] |
✗ |
angle |
number |
let/var | 2 * Math.PI * numRings * i / numSamples |
✗ |
simplex |
SimplexNoise |
let/var | new SimplexNoise() |
✗ |
arraySize |
number |
let/var | size * size * 4 |
✗ |
data |
Uint8Array<ArrayBuffer> |
let/var | new Uint8Array( arraySize ) |
✗ |
x |
number |
let/var | i |
✗ |
y |
number |
let/var | j |
✗ |
noiseTexture |
any |
let/var | new DataTexture( data, size, size ) |
✗ |
Functions¶
DenoiseNode.updateBefore(): void
¶
JSDoc:
/**
* This method is used to update internal uniforms once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
Returns: void
Calls:
this._resolution.value.set
Code
DenoiseNode.setup(): ShaderCallNodeInternal
¶
JSDoc:
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {ShaderCallNodeInternal}
*/
Returns: ShaderCallNodeInternal
Calls:
uv (from three/tsl)
this.textureNode.sample
this.depthNode.sample
this.normalNode.sample( uv ).rgb.normalize
getNormalFromDepth (from three/tsl)
this.noiseNode.sample
Fn (from three/tsl)
sampleTexture( sampleUv ).toVar
sampleDepth( sampleUv ).toVar
sampleNormal( sampleUv ).toVar
getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar
dot( viewNormal, normal ).toVar
pow( max( normalDiff, 0 ), this.normalPhi ).toVar
abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar
max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar
abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar
max (from three/tsl)
float( 1.0 ).sub
depthDiff.div
lumaSimilarity.mul( depthSimilarity ).mul
vec4 (from three/tsl)
neighborColor.mul
sampleDepth( uvNode ).toVar
sampleNormal( uvNode ).toVar
sampleTexture( uvNode ).toVar
property (from three/tsl)
- `If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
result.assign( texel ); } ).Else`
vec3 (from three/tsl)
getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst
textureSize (from three/tsl)
vec2 (from three/tsl)
uvNode.y.oneMinus
noiseUv.mul
this._resolution.div
sampleNoise( noiseUv ).toVar
sin (from three/tsl)
noiseTexel.element
this.index.mod( 4 ).mul( 2 ).mul
cos (from three/tsl)
mat2 (from three/tsl)
noiseVec.y.negate
float( 1.0 ).toVar
vec3( texel.rgb ).toVar
Loop (from three/tsl)
int (from three/tsl)
this._sampleVectors.element
rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div
uvNode.add
denoiseSample
denoised.addAssign
totalWeight.addAssign
If (from three/tsl)
totalWeight.greaterThan
float (from three/tsl)
denoised.divAssign
result.assign
denoise
output
Code
setup( /* builder */ ) {
const uvNode = uv();
const sampleTexture = ( uv ) => this.textureNode.sample( uv );
const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x;
const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
const sampleNoise = ( uv ) => this.noiseNode.sample( uv );
const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
const texel = sampleTexture( sampleUv ).toVar();
const depth = sampleDepth( sampleUv ).toVar();
const normal = sampleNormal( sampleUv ).toVar();
const neighborColor = texel.rgb;
const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar();
const normalDiff = dot( viewNormal, normal ).toVar();
const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar();
const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
return vec4( neighborColor.mul( w ), w );
} );
const denoise = Fn( ( [ uvNode ] ) => {
const depth = sampleDepth( uvNode ).toVar();
const viewNormal = sampleNormal( uvNode ).toVar();
const texel = sampleTexture( uvNode ).toVar();
const result = property( 'vec4' );
If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
result.assign( texel );
} ).Else( () => {
const center = vec3( texel.rgb );
const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst();
const noiseResolution = textureSize( this.noiseNode, 0 );
let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
const noiseTexel = sampleNoise( noiseUv ).toVar();
const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const noiseVec = vec2( x, y );
const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
const totalWeight = float( 1.0 ).toVar();
const denoised = vec3( texel.rgb ).toVar();
Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
const sampleDir = this._sampleVectors.element( i );
const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution );
const sampleUv = uvNode.add( offset );
const sampleResult = denoiseSample( center, viewNormal, viewPosition, sampleUv );
denoised.addAssign( sampleResult.xyz );
totalWeight.addAssign( sampleResult.w );
} );
If( totalWeight.greaterThan( float( 0 ) ), () => {
denoised.divAssign( totalWeight );
} );
result.assign( vec4( denoised, texel.a ) );
} );
return result;
}/*, { uv: 'vec2', return: 'vec4' }*/ );
const output = Fn( () => {
return denoise( uvNode );
} );
const outputNode = output();
return outputNode;
}
sampleTexture(uv: any): any
¶
Parameters:
uv
any
Returns: any
Calls:
this.textureNode.sample
sampleDepth(uv: any): any
¶
Parameters:
uv
any
Returns: any
sampleNormal(uv: any): any
¶
Parameters:
uv
any
Returns: any
Code
sampleNoise(uv: any): any
¶
Parameters:
uv
any
Returns: any
Calls:
this.noiseNode.sample
generateDenoiseSamples(numSamples: number, numRings: number, radiusExponent: number): Vector3[]
¶
JSDoc:
/**
* Generates denoise samples based on the given parameters.
*
* @param {number} numSamples - The number of samples.
* @param {number} numRings - The number of rings.
* @param {number} radiusExponent - The radius exponent.
* @return {Array<Vector3>} The denoise samples.
*/
Parameters:
numSamples
number
numRings
number
radiusExponent
number
Returns: Vector3[]
Calls:
Math.pow
samples.push
Math.cos
Math.sin
Code
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;
}
generateDefaultNoise(size: number): DataTexture
¶
JSDoc:
/**
* Generates a default noise texture for the given size.
*
* @param {number} [size=64] - The texture size.
* @return {DataTexture} The generated noise texture.
*/
Parameters:
size
number
Returns: DataTexture
Calls:
simplex.noise
Code
function generateDefaultNoise( size = 64 ) {
const simplex = new SimplexNoise();
const arraySize = size * size * 4;
const data = new Uint8Array( arraySize );
for ( let i = 0; i < size; i ++ ) {
for ( let j = 0; j < size; j ++ ) {
const x = i;
const y = j;
data[ ( i * size + j ) * 4 ] = ( simplex.noise( x, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 1 ] = ( simplex.noise( x + size, y ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 2 ] = ( simplex.noise( x, y + size ) * 0.5 + 0.5 ) * 255;
data[ ( i * size + j ) * 4 + 3 ] = ( simplex.noise( x + size, y + size ) * 0.5 + 0.5 ) * 255;
}
}
const noiseTexture = new DataTexture( data, size, size );
noiseTexture.wrapS = RepeatWrapping;
noiseTexture.wrapT = RepeatWrapping;
noiseTexture.needsUpdate = true;
return noiseTexture;
}
denoise(node: Node, depthNode: any, normalNode: any, camera: Camera): DenoiseNode
¶
Parameters:
node
Node
depthNode
any
normalNode
any
camera
Camera
Returns: DenoiseNode
Calls:
nodeObject (from three/tsl)
Code
Classes¶
DenoiseNode
¶
Class Code
class DenoiseNode extends TempNode {
static get type() {
return 'DenoiseNode';
}
/**
* Constructs a new denoise node.
*
* @param {TextureNode} textureNode - The texture node that represents the input of the effect (e.g. AO).
* @param {Node<float>} depthNode - A node that represents the scene's depth.
* @param {?Node<vec3>} normalNode - A node that represents the scene's normals.
* @param {Camera} camera - The camera the scene is rendered with.
*/
constructor( textureNode, depthNode, normalNode, camera ) {
super( 'vec4' );
/**
* The texture node that represents the input of the effect (e.g. AO).
*
* @type {TextureNode}
*/
this.textureNode = textureNode;
/**
* A node that represents the scene's depth.
*
* @type {Node<float>}
*/
this.depthNode = depthNode;
/**
* A node that represents the scene's normals. If no normals are passed to the
* constructor (because MRT is not available), normals can be automatically
* reconstructed from depth values in the shader.
*
* @type {?Node<vec3>}
*/
this.normalNode = normalNode;
/**
* The node represents the internal noise texture.
*
* @type {TextureNode}
*/
this.noiseNode = texture( generateDefaultNoise() );
/**
* The luma Phi value.
*
* @type {UniformNode<float>}
*/
this.lumaPhi = uniform( 5 );
/**
* The depth Phi value.
*
* @type {UniformNode<float>}
*/
this.depthPhi = uniform( 5 );
/**
* The normal Phi value.
*
* @type {UniformNode<float>}
*/
this.normalPhi = uniform( 5 );
/**
* The radius.
*
* @type {UniformNode<float>}
*/
this.radius = uniform( 5 );
/**
* The index.
*
* @type {UniformNode<float>}
*/
this.index = uniform( 0 );
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
* its internal uniforms once per frame in `updateBefore()`.
*
* @type {string}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
/**
* The resolution of the effect.
*
* @private
* @type {UniformNode<vec2>}
*/
this._resolution = uniform( new Vector2() );
/**
* An array of sample vectors.
*
* @private
* @type {UniformArrayNode<vec3>}
*/
this._sampleVectors = uniformArray( generateDenoiseSamples( 16, 2, 1 ) );
/**
* Represents the inverse projection matrix of the scene's camera.
*
* @private
* @type {UniformNode<mat4>}
*/
this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
}
/**
* This method is used to update internal uniforms once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore() {
const map = this.textureNode.value;
this._resolution.value.set( map.image.width, map.image.height );
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {ShaderCallNodeInternal}
*/
setup( /* builder */ ) {
const uvNode = uv();
const sampleTexture = ( uv ) => this.textureNode.sample( uv );
const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x;
const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
const sampleNoise = ( uv ) => this.noiseNode.sample( uv );
const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
const texel = sampleTexture( sampleUv ).toVar();
const depth = sampleDepth( sampleUv ).toVar();
const normal = sampleNormal( sampleUv ).toVar();
const neighborColor = texel.rgb;
const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar();
const normalDiff = dot( viewNormal, normal ).toVar();
const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar();
const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
return vec4( neighborColor.mul( w ), w );
} );
const denoise = Fn( ( [ uvNode ] ) => {
const depth = sampleDepth( uvNode ).toVar();
const viewNormal = sampleNormal( uvNode ).toVar();
const texel = sampleTexture( uvNode ).toVar();
const result = property( 'vec4' );
If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
result.assign( texel );
} ).Else( () => {
const center = vec3( texel.rgb );
const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst();
const noiseResolution = textureSize( this.noiseNode, 0 );
let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
const noiseTexel = sampleNoise( noiseUv ).toVar();
const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const noiseVec = vec2( x, y );
const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
const totalWeight = float( 1.0 ).toVar();
const denoised = vec3( texel.rgb ).toVar();
Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
const sampleDir = this._sampleVectors.element( i );
const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution );
const sampleUv = uvNode.add( offset );
const sampleResult = denoiseSample( center, viewNormal, viewPosition, sampleUv );
denoised.addAssign( sampleResult.xyz );
totalWeight.addAssign( sampleResult.w );
} );
If( totalWeight.greaterThan( float( 0 ) ), () => {
denoised.divAssign( totalWeight );
} );
result.assign( vec4( denoised, texel.a ) );
} );
return result;
}/*, { uv: 'vec2', return: 'vec4' }*/ );
const output = Fn( () => {
return denoise( uvNode );
} );
const outputNode = output();
return outputNode;
}
}
Methods¶
updateBefore(): void
¶
Code
setup(): ShaderCallNodeInternal
¶
Code
setup( /* builder */ ) {
const uvNode = uv();
const sampleTexture = ( uv ) => this.textureNode.sample( uv );
const sampleDepth = ( uv ) => this.depthNode.sample( uv ).x;
const sampleNormal = ( uv ) => ( this.normalNode !== null ) ? this.normalNode.sample( uv ).rgb.normalize() : getNormalFromDepth( uv, this.depthNode.value, this._cameraProjectionMatrixInverse );
const sampleNoise = ( uv ) => this.noiseNode.sample( uv );
const denoiseSample = Fn( ( [ center, viewNormal, viewPosition, sampleUv ] ) => {
const texel = sampleTexture( sampleUv ).toVar();
const depth = sampleDepth( sampleUv ).toVar();
const normal = sampleNormal( sampleUv ).toVar();
const neighborColor = texel.rgb;
const viewPos = getViewPosition( sampleUv, depth, this._cameraProjectionMatrixInverse ).toVar();
const normalDiff = dot( viewNormal, normal ).toVar();
const normalSimilarity = pow( max( normalDiff, 0 ), this.normalPhi ).toVar();
const lumaDiff = abs( luminance( neighborColor ).sub( luminance( center ) ) ).toVar();
const lumaSimilarity = max( float( 1.0 ).sub( lumaDiff.div( this.lumaPhi ) ), 0 ).toVar();
const depthDiff = abs( dot( viewPosition.sub( viewPos ), viewNormal ) ).toVar();
const depthSimilarity = max( float( 1.0 ).sub( depthDiff.div( this.depthPhi ) ), 0 );
const w = lumaSimilarity.mul( depthSimilarity ).mul( normalSimilarity );
return vec4( neighborColor.mul( w ), w );
} );
const denoise = Fn( ( [ uvNode ] ) => {
const depth = sampleDepth( uvNode ).toVar();
const viewNormal = sampleNormal( uvNode ).toVar();
const texel = sampleTexture( uvNode ).toVar();
const result = property( 'vec4' );
If( depth.greaterThanEqual( 1.0 ).or( dot( viewNormal, viewNormal ).equal( 0.0 ) ), () => {
result.assign( texel );
} ).Else( () => {
const center = vec3( texel.rgb );
const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toConst();
const noiseResolution = textureSize( this.noiseNode, 0 );
let noiseUv = vec2( uvNode.x, uvNode.y.oneMinus() );
noiseUv = noiseUv.mul( this._resolution.div( noiseResolution ) );
const noiseTexel = sampleNoise( noiseUv ).toVar();
const x = sin( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const y = cos( noiseTexel.element( this.index.mod( 4 ).mul( 2 ).mul( PI ) ) );
const noiseVec = vec2( x, y );
const rotationMatrix = mat2( noiseVec.x, noiseVec.y.negate(), noiseVec.x, noiseVec.y );
const totalWeight = float( 1.0 ).toVar();
const denoised = vec3( texel.rgb ).toVar();
Loop( { start: int( 0 ), end: int( 16 ), type: 'int', condition: '<' }, ( { i } ) => {
const sampleDir = this._sampleVectors.element( i );
const offset = rotationMatrix.mul( sampleDir.xy.mul( float( 1.0 ).add( sampleDir.z.mul( this.radius.sub( 1 ) ) ) ) ).div( this._resolution );
const sampleUv = uvNode.add( offset );
const sampleResult = denoiseSample( center, viewNormal, viewPosition, sampleUv );
denoised.addAssign( sampleResult.xyz );
totalWeight.addAssign( sampleResult.w );
} );
If( totalWeight.greaterThan( float( 0 ) ), () => {
denoised.divAssign( totalWeight );
} );
result.assign( vec4( denoised, texel.a ) );
} );
return result;
}/*, { uv: 'vec2', return: 'vec4' }*/ );
const output = Fn( () => {
return denoise( uvNode );
} );
const outputNode = output();
return outputNode;
}