You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
app.add_flag("--add-env-light", AddExtraEnvLight, "Add additional constant environment light. This is automatically done for glTF scenes without any lights");
138
138
app.add_flag("--force-specialization", ForceSpecialization, "Enforce specialization for parameters in shading tree. This will increase compile time drastically for potential runtime optimization");
139
139
140
-
if (type != ApplicationType::Trace)
140
+
if (type != ApplicationType::Trace) {
141
+
if (type == ApplicationType::CLI) {
142
+
// Focus on quality
143
+
DenoiserFollowSpecular = true;
144
+
DenoiserOnlyFirstIteration = false;
145
+
} else {
146
+
// Focus on interactivity
147
+
DenoiserFollowSpecular = false;
148
+
DenoiserOnlyFirstIteration = true;
149
+
}
150
+
141
151
app.add_flag("--denoise", Denoise, "Apply denoiser if available");
152
+
app.add_flag("--denoiser-follow-specular,!--denoiser-skip-specular", DenoiserFollowSpecular, "Follow specular paths or terminate at them");
153
+
app.add_flag("--denoiser-aov-first-iteration,!--denoiser-aov-every-iteration", DenoiserOnlyFirstIteration, "Acquire scene normal, albedo and depth information every iteration or only at the first");
154
+
}
142
155
143
156
if (type == ApplicationType::Trace) {
144
157
app.add_option("-i,--input", InputRay, "Read list of rays from file instead of the standard input");
0 commit comments