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feat(ugc): denoise=oidn traces icons' occlusion per pixel and denoises it (optional build)
Intel Open Image Denoise 2 (Apache-2.0) behind the CMake option DLU_OIDN (off): an installed OIDN is used when found, else Intel's release package (pinned by hash) is downloaded and its libraries copied next to the servers. A denoiser only removes noise that differs from pixel to pixel; the icons' occlusion comes from the bake, per vertex, which it leaves as it is (checked: white noise 0.17 -> 0.006 relative spread, per-vertex blocks unchanged). So with denoise=oidn a model's icon is drawn from model.noao.nif (its colors before the bake) with its occlusion traced per pixel of the supersampled image (denoise_samples rays, default 4, with the bake's distance and strength and the ray backend), box filtered and denoised at the icon's size, guided by the colors and normals. The model keeps its baked occlusion. Icons drawn again from stored files use the stored model.noao.nif the same way. OIDN works on a thread of its own; its time is charged to the job's thread (UgcThrottle::Charge), so the CPU budget and the recorded CPU time include it. Check: configure with -DDLU_OIDN=ON; UgcServer --make-model x.lxfml out oidn and compare its icon.png with one made with off; an OFF build leaves icons as they were. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -149,8 +149,11 @@ hsr_fast_resolution=1024
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# hiprt (the GPU, when built with DLU_HIPRT and the machine has one; else embree).
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ray_backend=builtin
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# denoise: off, or oidn (icons cleaned up with Intel Open Image Denoise, when built with DLU_OIDN; else off).
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# denoise: off, or oidn (when built with DLU_OIDN; else off): a model's icon is drawn from its colors before the
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# occlusion bake with its occlusion traced per pixel (denoise_samples rays from each pixel of the supersampled image)
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# and denoised by Intel Open Image Denoise. The model keeps its baked occlusion.
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denoise=off
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denoise_samples=4
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# Bake ambient occlusion into the vertex colors: rays per vertex, how far they look, strength 0 (none) to 1, and how
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# much glowing colors add
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