Update PerceptualHDR with better color space

This commit is contained in:
Sam Belliveau 2024-03-10 12:52:54 -04:00
parent 153d0201a8
commit fba333dde5
1 changed files with 69 additions and 52 deletions

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@ -9,51 +9,63 @@ MaxValue = 6.0
StepAmount = 0.25 StepAmount = 0.25
DefaultValue = 2.5 DefaultValue = 2.5
[OptionRangeFloat]
GUIName = Desaturation
OptionName = DESATURATION
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.1
DefaultValue = 0.0
[/configuration] [/configuration]
*/ */
/***** Linear <--> Oklab *****/ // ICtCP Colorspace as defined by Dolby here:
// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
const mat4 RGBtoLMS = mat4( /***** Transfer Function *****/
0.4122214708, 0.2119034982, 0.0883024619, 0.0000000000,
0.5363325363, 0.6806995451, 0.2817188376, 0.0000000000,
0.0514459929, 0.1073969566, 0.6299787005, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
const mat4 LMStoOklab = mat4( const float4 m_1 = float4(2610.0 / 16384.0);
0.2104542553, 1.9779984951, 0.0259040371, 0.0000000000, const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
0.7936177850, -2.4285922050, 0.7827717662, 0.0000000000, const float4 m_1_inv = float4(16384.0 / 2610.0);
-0.0040720468, 0.4505937099, -0.8086757660, 0.0000000000, const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
float4 LinearRGBToOklab(float4 c) const float4 c_1 = float4(3424.0 / 4096.0);
{ const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
return LMStoOklab * pow(RGBtoLMS * c, float4(1.0 / 3.0)); const float4 c_3 = float4(2392.0 / 4096.0 * 32.0);
float4 EOTF_inv(float4 lms) {
float4 y = pow(lms, m_1);
return pow((c_1 + c_2 * y) / (1.0 + c_3 * y), m_2);
} }
const mat4 OklabtoLMS = mat4( float4 EOTF(float4 lms) {
1.0000000000, 1.0000000000, 1.0000000000, 0.0000000000, float4 x = pow(lms, m_2_inv);
0.3963377774, -0.1055613458, -0.0894841775, 0.0000000000, return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
0.2158037573, -0.0638541728, -1.2914855480, 0.0000000000, }
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
const mat4 LMStoRGB = mat4( // This is required as scaling in EOTF space is not linear.
4.0767416621, -1.2684380046, -0.0041960863, 0.0000000000, float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
-3.3077115913, 2.6097574011, -0.7034186147, 0.0000000000,
0.2309699292, -0.3413193965, 1.7076147010, 0.0000000000,
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
float4 OklabToLinearRGB(float4 c) /***** Linear <--> ICtCp *****/
const mat4 RGBtoLMS = mat4(
1688.0, 683.0, 99.0, 0.0,
2146.0, 2951.0, 309.0, 0.0,
262.0, 462.0, 3688.0, 0.0,
0.0, 0.0, 0.0, 4096.0) / 4096.0;
const mat4 LMStoICtCp = mat4(
+2048.0, +6610.0, +17933.0, 0.0,
+2048.0, -13613.0, -17390.0, 0.0,
+0.0, +7003.0, -543.0, 0.0,
+0.0, +0.0, +0.0, 4096.0) / 4096.0;
float4 LinearRGBToICtCP(float4 c)
{ {
return max(LMStoRGB * pow(OklabtoLMS * c, float4(3.0)), 0.0); return LMStoICtCp * EOTF_inv(RGBtoLMS * c);
}
/***** ICtCp <--> Linear *****/
mat4 ICtCptoLMS = inverse(LMStoICtCp);
mat4 LMStoRGB = inverse(RGBtoLMS);
float4 ICtCpToLinearRGB(float4 c)
{
return LMStoRGB * EOTF(ICtCptoLMS * c);
} }
void main() void main()
@ -66,27 +78,32 @@ void main()
return; return;
} }
// Renormalize Color to be in SDR Space // Renormalize Color to be in [0.0 - 1.0] SDR Space. We will revert this later.
const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits; const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
color.rgb /= hdr_paper_white; color.rgb /= hdr_paper_white;
// Convert Color to Oklab (previous conditions garuntee color is linear) // Convert Color to Perceptual Color Space. This will allow us to do perceptual
float4 oklab_color = LinearRGBToOklab(color); // scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Amount to raise hdr_paper_white to the power of. // Scale the color in perceptual space depending on the percieved luminance.
// We divide by 3 because Oklab is a cubic space, this accounts for that. //
float lum_pow = pow(oklab_color.x, 1.0) / 3.0; // At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
float sat_pow = pow(oklab_color.x, DESATURATION) / 3.0; // color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(EOTF_AMPLIFICATION, ~1.0) ~= EOTF_AMPLIFICATION,
// which is equivilant to scaling the color by EOTF_AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//
// For more information, see this desmos demonstrating this scaling process:
// https://www.desmos.com/calculator/syjyrjsj5c
const float luminance = ictcp_color.x;
ictcp_color *= pow(EOTF_AMPLIFICATION, luminance);
// The reason we raise hdr_paper_white to a power is so that at low // Convert back to Linear RGB and output the color to the display.
// luminosities, very little about the colors / brightnesses change. // We use hdr_paper_white to renormalize the color to the comfortable
// However at luminosities of 1.0, the colors and brightnesses are // SDR viewing range.
// able to reach the full range of hdr_paper_white. SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
// This is the key to PerceptualHDR working.
oklab_color.x *= pow(AMPLIFICATION, lum_pow);
oklab_color.z *= pow(AMPLIFICATION, sat_pow);
oklab_color.y *= pow(AMPLIFICATION, sat_pow);
SetOutput(hdr_paper_white * OklabToLinearRGB(oklab_color));
} }