Faster and higher quality denoising for all.
This project was originally heavily inspired by KNLmeansCL alongside FFmpeg's NLMeans implementation but is built to be a more standalone tool built and provide a more advanced denoising experience and eventually growing beyond NLMeans.
av-denoise features NLMeans, NLMeans-HQ and NL4D algorithms offering significant advantages over existing denoising tools.
- Simple tuning presets - the
--presetladder (veryfast→veryslow) automatically adjusts denoiser settings without requiring you to modify many sets of parameters for every input. - NL4D Algorithm - Offers best in class noise removal and detail retention while being faster than more standard V-BM3D algorithms and without the artefacts.
- NLMeans-HQ Algorithm - A smarter NLMeans denoiser able to process motion and detail extraction far better than traditional NLMeans.
- Automatic noise handling - Both NL4D and NLMeans-HQ offer automatic noise estimation removing the need to
manually specify a tuned
sigmaparameter for every source, offering a simple to usesigma-scaleflag for increasing or decreasing the relative denoise strength. - Temporal denoising with motion awareness - up to 17-frame windows, per-neighbour block-match confidence, and opt-in on-GPU motion compensation.
- Luma, chroma, and YUV444 kernels - spatial or temporal, each plane individually tunable.
- Library and binary - y4m over a pipe, or direct file ingestion via FFMS2 with scene-parallel workers.
- 8, 10, and 12-bit - depth is detected from the source and preserved on output. Tuning parameters are normalized across bit-depth.
- Fast! - around 2x FFmpeg's
nlmeans_openclat matched settings and ~1.3x faster than V-BM3DHIP.- Piped input can't parallelize across scenes, so file input makes the best use of big GPUs.
av-denoise is available both in library, VapourSynth plugin and binary format.
Images are published to GHCR as ghcr.io/chillfish8/av-denoise:<backend>-<version>, one per accelerator
backend (vulkan, cuda, rocm).
cargo add av-denoiseA guide to help you understand what each algorithm offers and pick which one is best for you.
Common footguns to avoid and why.
There are dedicated docs for how to adjust each algorithm and tune it for your tastes, assuming the defaults don't already do what you want.
Numbers below come from scripts/bench_runs.py (just compare-perf), which pipes
each tool to ffmpeg -f null - so the encoder is not measured. Throughput is
total frames divided by wall-clock elapsed.
- Input is a 3,450-frame 1080p FFV1 clip.
av-denoiseusing thevulkanbackend.- Running on a
AMD AI Pro R9700(AMD 9070XT equivalent) GPU. - Elapsed time is measured around the whole process, so the one-off scene detection pass is inside every number.
- Take these numbers with a pinch of salt.
Every row uses --channel-mode luma,chroma and no tuning beyond the preset, so the
rows are directly comparable. NL4D always tracks motion, which is why the
motion-compensated NLMeans-HQ row is here — that is the like-for-like comparison, not
the plain one.
| run | preset | fps | denoising | detail retention | notes |
|---|---|---|---|---|---|
nlmeans --variant fast |
base |
58.91 | low | low | Traditional NLMeans algorithm |
nl4d --preset fast |
fast |
48.04 | high | higher | Better detail retention compared to V-BM3D (r=1) |
nlmeans --variant hq |
base |
47.34 | medium | medium | NLMeans with adaptive noise estimation and motion confidence (NLMeans-HQ) |
nlmeans --variant hq --motion-compensation |
base |
42.48 | medium | medium | NLMeans-HQ + block matching motion compensation |
nl4d |
base |
42.39 | highest | highest | Better detail retention compared to V-BM3D (r=2) and all NLMeans variants |
The two quality columns are not objective, they exist to give you an idea more of what sort of configuration fits your situation best.
Grouping patches across the temporal window costs about what motion-compensated
NLMeans-HQ costs at the same window size. One rung down the ladder, nl4d --preset fast halves the window to 3 frames and lands on plain NLMeans-HQ throughput while
still tracking motion.
All five ran back to back in one session. Repeat passes agreed within 2% on every row
except nlmeans --variant fast, the least GPU-bound run of the five, which came in 12%
low on one pass out of four under background load.
Reproduce with (add --device discrete:N to pin a particular GPU):
just compare-perf -- --accelerators vulkan \
--only av_default_nlmeans_fast,av_default_nlmeans_hq,av_default_nlmeans_hq_mc,av_fast_nl4d,av_default_nl4dNL4D groups patches across the temporal window the way V-BM3D does, so the closest
external reference is a real V-BM3D. This runs V-BM3DHIP
on the GPU through VapourSynth (the vapoursynth-bm3dhip package), at NL4D's own
window size so both search five frames.
| run | fps | vs NL4D |
|---|---|---|
NL4D (base preset) |
38.65 | — |
| V-BM3DHIP (radius 2) | 28.69 | 1.35x slower |
Note
V-BM3DHIP has no automatic noise estimation, so its sigma is pinned. That changes what the result looks like, not how much work it does.
just compare-perf -- --accelerators vulkan --only av_default_nl4d,bm3dhip_r2The two tables below pin --variant fast at veryfast-preset settings, not the base
default, so they isolate one feature at a time rather than measuring a shipping config.
Matched patch and search sizes on both tools, av-denoise uses radii compared to ffmpeg which takes the absolute size.
| patch / search | av-denoise (fps) | ffmpeg nlmeans_opencl (fps) | speedup |
|---|---|---|---|
| p=5, r=11 | 72.57 | 30.25 | ~2.40x |
| p=7, r=15 | 42.41 | 16.33 | ~2.60x |
| p=9, r=15 | 41.84 | 16.26 | ~2.57x |
Note
av-denoise uses more sensible defaults compared to ffmpeg and enables the high-quality modes by default so the numbers you see here will not map directly to your own experience unless you explicitly configure it to match the settings to ffmpeg. (NOT ADVISED)
All luma+chroma. Spatial baseline is the reference. Lower fps = more work.
| run | fps | notes |
|---|---|---|
| spatial baseline | 97.25 | --temporal-radius 0 |
| spatial + bilateral prefilter | 93.50 | adds one on-GPU pass per frame |
| temporal r=1 | 72.73 | 3-frame window |
| temporal r=2 | 62.07 | 5-frame window |
| temporal r=1 + motion comp | 64.03 | hierarchical block matching enabled |
| temporal r=2 + motion comp | 54.29 | |
| temporal r=1 + prefilter | 69.58 | |
| full r=1 (temporal+MC+prefilter) | 60.97 | |
| full r=2 (temporal+MC+prefilter) | 52.18 |
Reproduce with just compare-perf (config: scripts/bench_runs.toml).
Same clip, same settings, differing only in source depth. 10-bit moves twice the bytes through decode, conversion, and the y4m output, so some of the gap is I/O rather than denoising.
| source depth | fps |
|---|---|
| 8-bit | 91.19 |
| 10-bit | 73.57 |
The project supports the following accelerators/gpus:
- AMD GPUs (via the
rocmorvulkanfeatures) - Intel GPUs (via the
vulkanfeature) - Nvidia GPUs (via the
cudaorvulkanfeatures) - Apple Silicon (via the
metalfeature)
Run av-denoise list-devices to see which of these your machine offers and what to pass to
--device.
There is no software backend. The collaborative filter aggregates its filtered patches through
atomic floating-point adds, and CubeCL's CPU runtime does not implement atomics. A software
device is still reachable with --device cpu where the platform provides one, such as lavapipe
under Vulkan.
It is important to note that av-denoise internally uses a JIT (Just In Time) compiler for its kernels. This means
that the kernels are compiled and optimised for your specific hardware at runtime. As such, the first a couple of
calls will have significant overhead as the system compiles, optimises and caches the kernels.
Additionally, because the kernels are compiled at runtime, whatever environment you run the tool in, must also provide access to the hardware specific headers and compilers.
This primarily has the following impacts:
- The
rocmbackend requires the AMD HIP compiler and headers, typically vendored via the ROCm dev SDK. - The
cudabackend requires the NVIDIA CUDA headers and nvcc, typically vendored via the CUDA devel toolkit. - The
vulkanandmetalbackends should "just work" on non-containerised hosts. If you are building for docker, then the vulkan backend requiresvulkan-icd-loaderand then the relevant GPU specific driver, i.e.vulkan-radeonorvulkan-intel.
Since both the CUDA and ROCm backends are very heavy in terms of dependencies, I recommend just using the vulkan
backend for those devices. It should be more or less the same performance, without all the library headache.
Compiling the kernels takes about ten seconds when you first start the denoising pipeline. These compiled kernels get cached on disk, which makes that a cost paid once per machine rather than once per run.
By default, the cache lives in $XDG_CACHE_HOME/av-denoise, or ~/.cache/av-denoise when XDG_CACHE_HOME is
unset (~/Library/Caches/av-denoise on macOS).
AV_DENOISE_COMPILATION_CACHE=/some/dirputs the compiled-kernel and autotune caches somewhere else, which is what CI runs and containers use to keep the cache on a mounted volume. It overrides whatever is incubecl.toml.AV_DENOISE_COMPILATION_CACHE=offdisables caching entirely. Use this when benchmarking, because a warm cache hides the compilation cost a first run pays.
If the cache directory cannot be created, av-denoise logs a warning and carries on without a cache.
Library users can call av_denoise::install_compilation_cache() before Denoiser::create to get the same
behaviour in their own binary. It has to run before the first Denoiser exists, because building a CubeCL client
locks the global config.