컴퓨터 모니터와 같은 LDR 매체에서 볼 수 있지만 HDR 이미지의 선명도와 톤 범위를 갖는 결과 이미지를 생성
nits
eye 40,000
LDR/SDR(Low/Standard Dynamic Range) 100
HDR(High Dynamic Range) 1,000
Tone-mapping -> 디스플레이에 출력가능한 값
평균 Luminance
Luminance 중심으로 0~1 : Tone Mapping
RGB -> CIE XYZ -> CIE Yxy -> y : Luminance
float3 Reinhard(float3 v)
{
return v / (1.0f + v);
}
float3 Reinhard_extended(float3 v, float max_white)
{
float3 numerator = v * (1.0f + (v / float3(max_white * max_white)));
return numerator / (1.0f + v);
}
Jim Hejl and Richard Burgess-Dawson
color_Linear => flmic => result_Gamma
half3 TonemapFilmic(half3 color_Linear)
{
// optimized formula by Jim Hejl and Richard Burgess-Dawson
half3 X = max(color_Linear - 0.004, 0.0);
half3 result_Gamma = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);
return pow(result_Gamma, 2.2); // convert Linear Color
}
param
Exposure_Bias
A Soulder Strength
B Linear Strength
C Linear Angle
D Toe Strength
E Toe Numerator
F Toe Denominator
LinearWhite
float3 Uncharted2_tonemap_partial(float3 x)
{
const float A = 0.15f;
const float B = 0.50f;
const float C = 0.10f;
const float D = 0.20f;
const float E = 0.02f;
const float F = 0.30f;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - (E / F);
}
float3 Uncharted2_filmic(float3 v)
{
float exposure_bias = 2.0f;
float3 curr = Uncharted2_tonemap_partial(v * exposure_bias);
float3 W = 11.2f;
float3 white_scale = 1.0 / Uncharted2_tonemap_partial(W);
return curr * white_scale;
}
half3 TonemapFilmic_Hejl2015(half3 hdr, half whitePoint)
{
half4 vh = half4(hdr, whitePoint);
half4 va = (1.425 * vh) + 0.05;
half4 vf = ((vh * va + 0.004) / ((vh * (va + 0.55) + 0.0491))) - 0.0821;
return vf.rgb / vf.aaa;
}
Used in Unreal Engine 3 up to 4.14. Adapted to be close to ACES, with similar range.
float3 Unreal3(float3 color_Linear)
{
float3 result_Gamma = color_Linear / (color_Linear + 0.155) * 1.019;
return pow(result_Gamma, 2.2); // convert Linear Color
}
based on ‘ACES Filmic Tone Mapping Cuve‘ by Narkowicz in 2015.
unreal 4.8
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static const float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACES_Fitted(float3 color)
{
color = mul(ACESInputMat, color);
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = mul(ACESOutputMat, color);
// Clamp to [0, 1]
color = saturate(color);
return color;
}
kawase
LottesVDR
GDC2016 - Advanced Techniques and Optimization of HDR VDR Color Pipelines