Documentation · Premiere Pro
Algorithms
Six algorithms — three ways of thinking about noise. This page is the whole landscape: a comparison table and a decision tree. Details on each algorithm are on its own page.
Where the choice comes from
- Spatial algorithms clean a frame using only the frame itself. Motion doesn't bother them, but they get no help from neighboring frames either.
- Temporal algorithms average neighboring frames. On static shots they give the best cleanliness, but without motion compensation they produce ghosting on motion.
- Block-based ones (BM3D, BM4D) look for similar fragments inside the frame (or among frames) and average whole groups — hence the quality and the cost.
Comparison table
| Algorithm | Type | Speed | Quality | Motion | Pick when |
|---|---|---|---|---|---|
| HQDN3D | spatial + light temporal | ●●●●● | ●●○○○ | tolerates it | you need a result fast |
| ATAdenoise | temporal | ●●●○○ | ●●●○○ | only with compensation | static scene, interviews |
| NLMeans | spatial | ●●○○○ | ●●●●○ | tolerates it | textures and detail matter |
| FFTdnoiz | spatial (block-based) | ●●●○○ | ●●●○○ | tolerates it | balance of speed and quality |
| BM3D | block-based | ●○○○○ | ●●●●● | tolerates it | you need quality and have time |
| BM4D | block-based + time | ○○○○○ | ●●●●● | with compensation | the reference; Analyze Motion required |
One sentence about each:
- HQDN3D — fast and predictable. Weaker than the rest on heavy noise.
- ATAdenoise — averages neighboring frames by thresholds. Clean on static shots; without compensation it produces ghosting on motion.
- NLMeans — finds similar fragments across the frame and averages them. The best of the spatial algorithms on textures and detail; slow.
- FFTdnoiz — cuts the frame into blocks and cleans frequencies. A good balance; block artifacts are possible at extreme settings.
- BM3D — groups similar 2D blocks. High quality, slow.
- BM4D — BM3D plus time (a ±4 frame window). The quality reference; the slowest, and it requires Analyze Motion.
Decision tree
Five questions — the same as in the interactive quiz on the panel mockup. Answer them in order; the first option that fits is your starting point.
1. Is there motion in the frame?
- No (interview, static scene, push-in without subjects) → go to question 2.
- Yes, a lot (sports, concert, handheld footage) → Motion Compensation Enable + Analyze Motion, and then: time is no object → BM4D; you need it faster → HQDN3D with Balance further right, or ATAdenoise.
- Yes, moderate → HQDN3D or FFTdnoiz; if you see ghosting — Balance further left plus Temporal Gate.
2. How strong is the noise?
- Weak (noise only in the shadows) → HQDN3D with a moderate Denoise.
- Medium → FFTdnoiz, or HQDN3D in two slots with BM3D.
- Strong (high ISO, night footage) → BM3D or BM4D.
3. What matters more — speed or quality?
- Speed (drafts, lots of footage) → HQDN3D or FFTdnoiz.
- Quality (final render of a single frame) → BM3D / BM4D.
4. Do textures and fine detail matter?
- Yes (skin, hair, fabric, foliage) → NLMeans or BM3D; HQDN3D eats them faster than the rest.
- No (flat backgrounds, graphics, interviews) → anything, starting with HQDN3D.
5. Are you ready to hit Analyze Motion?
- Yes → the whole temporal and block-based arsenal opens up: ATAdenoise, BM4D, the temporal part of HQDN3D.
- No → spatial ones: HQDN3D, NLMeans, FFTdnoiz, BM3D. Everything works; you'll just get less cleanliness on static scenes.
Common combinations
| Task | Slot 1 | Slot 2 |
|---|---|---|
| Quick draft | HQDN3D | — |
| Interview, static shot | ATAdenoise | HQDN3D (weak) |
| Night footage | HQDN3D | BM3D |
| Concert/sports | HQDN3D (Balance left) | FFTdnoiz |
| Reference | BM4D | — |
Algorithm pages
- HQDN3D — the fast all-rounder.
- ATAdenoise — temporal averaging.
- NLMeans — textures and detail.
- FFTdnoiz — balance.
- BM3D — block-based quality.
- BM4D — the reference with time.
Still stuck — FAQ.