Algorithms

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

Still stuck — FAQ.

Updated October 2026This manual is available in English and Russian.