Update PerceptualHDR with better color space
This commit is contained in:
parent
153d0201a8
commit
fba333dde5
|
@ -9,51 +9,63 @@ MaxValue = 6.0
|
|||
StepAmount = 0.25
|
||||
DefaultValue = 2.5
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Desaturation
|
||||
OptionName = DESATURATION
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.1
|
||||
DefaultValue = 0.0
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
/***** Linear <--> Oklab *****/
|
||||
// ICtCP Colorspace as defined by Dolby here:
|
||||
// https://professional.dolby.com/siteassets/pdfs/ictcp_dolbywhitepaper_v071.pdf
|
||||
|
||||
const mat4 RGBtoLMS = mat4(
|
||||
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);
|
||||
/***** Transfer Function *****/
|
||||
|
||||
const mat4 LMStoOklab = mat4(
|
||||
0.2104542553, 1.9779984951, 0.0259040371, 0.0000000000,
|
||||
0.7936177850, -2.4285922050, 0.7827717662, 0.0000000000,
|
||||
-0.0040720468, 0.4505937099, -0.8086757660, 0.0000000000,
|
||||
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
|
||||
const float4 m_1 = float4(2610.0 / 16384.0);
|
||||
const float4 m_2 = float4(128.0 * 2523.0 / 4096.0);
|
||||
const float4 m_1_inv = float4(16384.0 / 2610.0);
|
||||
const float4 m_2_inv = float4(4096.0 / (128.0 * 2523.0));
|
||||
|
||||
float4 LinearRGBToOklab(float4 c)
|
||||
{
|
||||
return LMStoOklab * pow(RGBtoLMS * c, float4(1.0 / 3.0));
|
||||
const float4 c_1 = float4(3424.0 / 4096.0);
|
||||
const float4 c_2 = float4(2413.0 / 4096.0 * 32.0);
|
||||
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(
|
||||
1.0000000000, 1.0000000000, 1.0000000000, 0.0000000000,
|
||||
0.3963377774, -0.1055613458, -0.0894841775, 0.0000000000,
|
||||
0.2158037573, -0.0638541728, -1.2914855480, 0.0000000000,
|
||||
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
|
||||
float4 EOTF(float4 lms) {
|
||||
float4 x = pow(lms, m_2_inv);
|
||||
return pow(-(x - c_1) / (c_3 * x - c_2), m_1_inv);
|
||||
}
|
||||
|
||||
const mat4 LMStoRGB = mat4(
|
||||
4.0767416621, -1.2684380046, -0.0041960863, 0.0000000000,
|
||||
-3.3077115913, 2.6097574011, -0.7034186147, 0.0000000000,
|
||||
0.2309699292, -0.3413193965, 1.7076147010, 0.0000000000,
|
||||
0.0000000000, 0.0000000000, 0.0000000000, 1.0000000000);
|
||||
// This is required as scaling in EOTF space is not linear.
|
||||
float EOTF_AMPLIFICATION = EOTF_inv(float4(AMPLIFICATION)).x;
|
||||
|
||||
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()
|
||||
|
@ -66,27 +78,32 @@ void main()
|
|||
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;
|
||||
color.rgb /= hdr_paper_white;
|
||||
|
||||
// Convert Color to Oklab (previous conditions garuntee color is linear)
|
||||
float4 oklab_color = LinearRGBToOklab(color);
|
||||
// Convert Color to Perceptual Color Space. This will allow us to do perceptual
|
||||
// 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.
|
||||
// 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;
|
||||
float sat_pow = pow(oklab_color.x, DESATURATION) / 3.0;
|
||||
// Scale the color in perceptual space depending on the percieved luminance.
|
||||
//
|
||||
// At low luminances, ~0.0, pow(EOTF_AMPLIFICATION, ~0.0) ~= 1.0, so the
|
||||
// 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
|
||||
// luminosities, very little about the colors / brightnesses change.
|
||||
// However at luminosities of 1.0, the colors and brightnesses are
|
||||
// able to reach the full range of hdr_paper_white.
|
||||
|
||||
// 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));
|
||||
// Convert back to Linear RGB and output the color to the display.
|
||||
// We use hdr_paper_white to renormalize the color to the comfortable
|
||||
// SDR viewing range.
|
||||
SetOutput(hdr_paper_white * ICtCpToLinearRGB(ictcp_color));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue