This library brings the state-of-the-art AI-based denoising library Open Image Denoise to the web. Currently it's only available on the browsers support WebGPU.
It's used in the Vector to 3D Figma plugin for high quality rendering and denoising.
2000 Samples | 3 Samples | 3 Samples + Denoised |
---|---|---|
It uses tfjs to build the UNet model used by the OIDN. Then use the model to do prediction with a WebGPU backend from the image data.
Use with three-gpu-pathtracer (Code)
npm i oidn-web
The TZA weights files are not included in the package. You can find them in this repo or oidn-weights.
import { UNet, initUNetFromURL } from 'oidn-web';
initUNetFromURL('./weights/rt_ldr.tza').then((unet) => {
// Read the image data.
const noisyImageData = noisyCanvas
.getContext('2d')
.getImageData(0, 0, width, height);
// Tile execute the denoising.
// If the resolution is high. It will split the input into tiles and execute one tile per frame.
const abortDenoising = unet.tileExecute({
// The color input for LDR image is 4 channels.
// In the format of Uint8ClampedArray or Uint8Array.
color: { data: noisyImageData, width, height },
done(denoised) {
console.log('Finished');
},
progress(denoised, tileData, tile) {
// Put the denoised tile on the output canvas
outputCtx.putImageData(tileData, tile.x, tile.y);
}
});
});
import { UNet, initUNetFromURL } from 'oidn-web';
initUNetFromURL('./weights/rt_hdr.tza', undefined, {
// It's hdr input.
hdr: true
}).then((unet) => {
const abortDenoising = unet.tileExecute({
// The color input for HDR image is 4 channels.
// In the format of Float32Array.
color: { data: noisyColor, width, height },
done(denoised) {
console.log('Finished');
},
progress(denoised, tileData, tile) {
// The denoised data and tileData has same format with the input.
}
});
});
import { UNet, initUNetFromURL } from 'oidn-web';
initUNetFromURL('./weights/rt_hdr_alb_nrm.tza', undefined, {
aux: true,
hdr: true
}).then((unet) => {
const abortDenoising = unet.tileExecute({
// Same as examples before. noisyColor of HDR image is Float32Array. LDR image is Uint8ClampedArray.
color: { data: noisyColor, width, height },
// Normal and albedo are both 4 channels in Uint8ClampedArray.
normal: { data: normalData, width, height },
albedo: { data: albedoData, width, height },
done(denoised) {
console.log('Finished');
},
progress(denoised, tileData, tile) {
///...
}
});
});
If you already have a WebGPU path tracer. You can integrate the oidn-web into your pipeline. It supports input/output gpu buffers to avoid the cost of syncing between CPU and GPU.
hdr
and aux
are required in the WebGPU pipeline.
initUNetFromURL(
'./weights/rt_hdr_alb_nrm.tza',
{
// Share GPUDevice and GPUAdapterInfo to the TFJS WebGPU backend
device,
adapterInfo
},
{
aux: true,
hdr: true
}
).then((unet) => {
const abortDenoising = unet.tileExecute({
// Inputs are all GPUBuffer
color: { data: colorBuffer, width, height },
normal: { data: normalBuffer, width, height },
albedo: { data: albedoBuffer, width, height },
done(denoised) {
console.log('Finished');
},
progress(denoised) {
// Denoised data is also a GPUBuffer.
// tileData is undefined if using GPUBuffer as input/output
}
});
});
OIDN also provides a large weights file, which provides a better quality, and a small weights file, which provides a better performance.
// Change the weights file to large and nothing else needs to do.
initUNetFromURL('./weights/rt_hdr_calb_cnrm_large.tza', ...);
// Change the weights file to small and nothing else needs to do.
initUNetFromURL('./weights/rt_hdr_alb_nrm_small.tza', ...);
Other combinations can be found in the oidn-weights
Huge thanks to Max Liani for his series: https://maxliani.wordpress.com/2023/03/17/dnnd-1-a-deep-neural-network-dive/. My work is mostly inspired by it.