owl-project / NVISII

Apache License 2.0
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Is this project discontinued? #173

Open zhouxian opened 4 months ago

zhouxian commented 4 months ago

Thank you for this amazing repo! I wish we could have found this earlier...

Just asking: is this project being discontinued? The lastest commit is 2 years ago

natevm commented 4 months ago

At the moment there isn’t a source of funding for the project. I’ve been hoping that NVIDIA might hire an engineer to take it over but it hasn’t happened.

zhouxian commented 4 months ago

I see. That's a bit sad... It works perfectly except for the noise issue in denoised image with latest nvidia drivers. Do you have any suggestions on this issue? For example, is there any other denoisers we can quickly add to replace the current ones, or if there's other workaround to support the lastest optix denoiser?

Thank you so much!

natevm commented 4 months ago

To deal with noise, I recommend 1: clamping the output values (nvisii has settings for these). This makes the average over time less sensitive to outliers, though the results are a bit biased. 2: making lighting “more direct” and easier to sample

I hear that the Intel denoiser works pretty well too.

TontonTremblay commented 4 months ago

The problem he is describing is from an update that NVIDIA did to the déboiser that breaks how we are using it in nvisii somehow. It is not related to the scene quality or structure. It sometime crashes and some other times it runs fine.

On Sun, May 12, 2024 at 16:49 Nathan V. Morrical @.***> wrote:

To deal with noise, I recommend 1: clamping the output values (nvisii has settings for these). This makes the average over time less sensitive to outliers, though the results are a bit biased. 2: making lighting “more direct” and easier to sample

I hear that the Intel denoiser works pretty well too.

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natevm commented 4 months ago

Small update, I was officially hired on at NVIDIA. So I might try to make the case to continue development of this platform as a testing bed for some digital twin work internally.