Add new color grading feature: shadows/mid-tones/highlights (#2623)

* Add new color grading feature: shadows/mid-tones/highlights

This feature can be used to color correct specific tonal ranges.
The tonal zones can be precisely controlled.
This commit is contained in:
Romain Guy
2020-06-02 12:28:38 -07:00
committed by GitHub
parent 6c173489d7
commit fbb8742cbd
8 changed files with 358 additions and 18 deletions

View File

@@ -13,7 +13,8 @@ A new header is inserted each time a *tag* is created.
- SSAO now has an optional high(er) quality upsampler.
- Tone mappping now uses the real ACES tone mapper, applied in the proper color space.
- Tone mapping is now applied via a LUT.
- Color grading capabilities per View: white balance (temperature/tint), channel mixer.
- Color grading capabilities per View: white balance (temperature/tint), channel mixer,
tonal ranges (shadows/mid-tones/highlights).
- Fixed bug in the Metal backend when SSR and MSAA were turned on
- Fixed Metal issue with `BufferDescriptor` and `PixelBufferDescriptor`s not being called on application thread.

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@@ -0,0 +1,197 @@
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@@ -60,13 +60,24 @@ class FColorGrading;
* 3D LUT may need to be generated. The generation of a 3D LUT, if necessary, may happen on
* the CPU.
*
* Ordering
* ========
*
* The various transforms held by ColorGrading are applied in the following order:
* - White balance
* - Channel mixer
* - Shadows/mid-tones/highlights
* - Tone mapping
*
* Defaults
* ========
*
* Here are the default color grading options:
* - Tone mapping: ACES
* - White balance: temperature 0, and tint 0
* - Channel mixer: red {1,0,0}, green {0,1,0}, blue {0,0,1}
* - Shadows/mid-tones/highlights: shadows {1,1,1,0}, mid-tones {1,1,1,0}, highlights {1,1,1,0},
* ranges {0,0.333,0.550,1}
* - Tone mapping: ACES
*
* @see View
*/
@@ -118,8 +129,8 @@ public:
* - Temperature, to modify the color temperature. This value will modify the colors
* on a blue/yellow axis. Lower values apply a cool color temperature, and higher
* values apply a warm color temperature. The lowest value, -1.0f, is equivalent to
* a temperature of 2,000K. The highest value, 1.0f, is equivalent to a temperature
* of 50,000K.
* a temperature of 50,000K. The highest value, 1.0f, is equivalent to a temperature
* of 2,000K.
* - Tint, to modify the colors on a green/magenta axis. The lowest value, -1.0f, will
* apply a strong green cast, and the highest value, 1.0f, will apply a strong magenta
* cast.
@@ -164,6 +175,33 @@ public:
Builder& channelMixer(
math::float3 outRed, math::float3 outGreen, math::float3 outBlue) noexcept;
/**
* Adjusts the colors separately in 3 distinct tonal ranges or zones: shadows, mid-tones,
* and highlights.
*
* The tonal zones are by the ranges parameter: the x and y components define the beginning
* and end of the transition from shadows to mid-tones, and the z and w components define
* the beginning and end of the transition from mid-tones to highlights.
*
* A smooth transition is applied between the zones which means for instance that the
* correction color of the shadows range will partially apply to the mid-tones, and the
* other way around. This ensure smooth visual transitions in the final image.
*
* Each correction color is defined as a linear RGB color and a weight. The weight is a
* value (which may be positive or negative) that is added to the linear RGB color before
* mixing. This can be used to darken or brighten the selected tonal range.
*
* @param shadows Linear RGB color (.rgb) and weight (.w) to apply to the shadows
* @param midtones Linear RGB color (.rgb) and weight (.w) to apply to the mid-tones
* @param highlights Linear RGB color (.rgb) and weight (.w) to apply to the highlights
* @param ranges Range of the shadows (x and y), and range of the highlights (z and w)
*
* @return This Builder, for chaining calls
*/
Builder& shadowsMidtonesHighlights(
math::float4 shadows, math::float4 midtones, math::float4 highlights,
math::float4 ranges = math::float4{0.0f, 0.333f, 0.550f, 1.0f}) noexcept;
/**
* Creates the ColorGrading object and returns a pointer to it.
*

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@@ -29,6 +29,7 @@
#include <math/vec2.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <image/ColorTransform.h>
@@ -55,6 +56,10 @@ struct ColorGrading::BuilderDetails {
float3 outRed = {1.0f, 0.0f, 0.0f};
float3 outGreen = {0.0f, 1.0f, 0.0f};
float3 outBlue = {0.0f, 0.0f, 1.0f};
float3 shadows = {1.0f, 1.0f, 1.0f};
float3 midtones = {1.0f, 1.0f, 1.0f};
float3 highlights = {1.0f, 1.0f, 1.0f};
float4 tonalRanges = {0.0f, 0.333f, 0.550f, 1.0f}; // defaults in DaVinci Resolve
};
using BuilderType = ColorGrading;
@@ -86,6 +91,21 @@ ColorGrading::Builder& ColorGrading::Builder::channelMixer(
return *this;
}
ColorGrading::Builder& ColorGrading::Builder::shadowsMidtonesHighlights(
float4 shadows, float4 midtones, float4 highlights, float4 ranges) noexcept {
mImpl->shadows = max(shadows.rgb + shadows.w, 0.0f);
mImpl->midtones = max(midtones.rgb + midtones.w, 0.0f);
mImpl->highlights = max(highlights.rgb + highlights.w, 0.0f);
ranges.x = saturate(ranges.x); // shadows
ranges.w = saturate(ranges.w); // highlights
ranges.y = clamp(ranges.y, ranges.x + 1e-5f, ranges.z - 1e-5f); // darks
ranges.z = clamp(ranges.z, ranges.x + 1e-5f, ranges.z - 1e-5f); // lights
mImpl->tonalRanges = ranges;
return *this;
}
ColorGrading* ColorGrading::Builder::build(Engine& engine) {
return upcast(engine).createColorGrading(*this);
}
@@ -131,7 +151,15 @@ mat3f selectColorGradingTransform(ColorGrading::ToneMapping toneMapping) {
default:
return mat3f{};
}
return mat3f{};
}
float3 selectLumaTransform(ColorGrading::ToneMapping toneMapping) {
switch (toneMapping) {
case ColorGrading::ToneMapping::ACES:
return LUMA_AP1;
default:
return LUMA_REC709;
}
}
UTILS_ALWAYS_INLINE
@@ -139,6 +167,24 @@ inline constexpr float3 channelMixer(float3 v, float3 r, float3 g, float3 b) {
return {dot(v, r), dot(v, g), dot(v, b)};
}
UTILS_ALWAYS_INLINE
inline constexpr float3 tonalRanges(
float3 v, float3 luma, float3 shadows, float3 midtones, float3 highlights, float4 ranges) {
// See the Mathematica notebook at docs/math/Shadows Midtones Highlight.nb for
// details on how the curves were designed. The default curve values are based
// on the defaults from the "Log" color wheels in DaVinci Resolve.
float y = dot(v, luma);
// Shadows curve
float s = 1.0f - smoothstep(ranges.x, ranges.y, y);
// Highlights curve
float h = smoothstep(ranges.z, ranges.w, y);
// Mid-tones curves
float m = 1.0f - s - h;
return v * s * shadows + v * m * midtones + v * h * highlights;
}
//------------------------------------------------------------------------------
// Tone mapping
//------------------------------------------------------------------------------
@@ -167,6 +213,7 @@ ToneMapper selectToneMapping(ColorGrading::ToneMapping toneMapping) {
struct Config {
mat3f colorGradingTransform;
float3 lumaTransform;
ToneMapper toneMapper;
};
@@ -181,6 +228,7 @@ FColorGrading::FColorGrading(FEngine& engine, const Builder& builder) {
Config config{
.colorGradingTransform = selectColorGradingTransform(builder->toneMapping),
.lumaTransform = selectLumaTransform(builder->toneMapping),
.toneMapper = selectToneMapping(builder->toneMapping),
};
@@ -196,7 +244,7 @@ FColorGrading::FColorGrading(FEngine& engine, const Builder& builder) {
half4* UTILS_RESTRICT p = (half4*) data + b * LUT_DIMENSION * LUT_DIMENSION;
for (size_t g = 0; g < LUT_DIMENSION; g++) {
for (size_t r = 0; r < LUT_DIMENSION; r++) {
float3 v = float3{ r, g, b } * (1.0f / (LUT_DIMENSION - 1u));
float3 v = float3{r, g, b} * (1.0f / (LUT_DIMENSION - 1u));
// LogC encoding
v = lutToLinear(v);
@@ -207,9 +255,19 @@ FColorGrading::FColorGrading(FEngine& engine, const Builder& builder) {
// Convert to color grading color space
v = config.colorGradingTransform * v;
// TODO: Should any of the color grading transforms be applied in ACEScc or
// ACEScct isntead of ACEScg? The primaries are the same (AP1) but
// ACEScc/cct use a log encoding which may be better suited to some kinds
// of transforms
// Channel mixer
v = channelMixer(v, builder->outRed, builder->outGreen, builder->outBlue);
// Shadows/mid-tones/highlights
v = tonalRanges(v, config.lumaTransform,
builder->shadows, builder->midtones, builder->highlights,
builder->tonalRanges);
// Kill negative values before tone mapping
v = max(v, 0.0f);

View File

@@ -90,6 +90,10 @@ constexpr mat3f sRGB_to_AP1{
0.04737f, 0.01345f, 0.86961f
};
constexpr mat3f sRGB_to_LMS = XYZ_to_CIECAT02 * sRGB_to_XYZ;
constexpr mat3f LMS_to_sRGB = XYZ_to_sRGB * CIECAT02_to_XYZ;
// Standard CIE 1931 2° illuminant D65, in xyY space
constexpr float3 ILLUMINANT_D65_xyY{0.31271f, 0.32902f, 1.0f};
@@ -97,9 +101,11 @@ constexpr float3 ILLUMINANT_D65_xyY{0.31271f, 0.32902f, 1.0f};
// Result of: XYZ_to_CIECAT02 * xyY_to_XYZ(ILLUMINANT_D65_xyY);
constexpr float3 ILLUMINANT_D65_LMS{0.949237f, 1.03542f, 1.08728f};
constexpr mat3f sRGB_to_LMS = XYZ_to_CIECAT02 * sRGB_to_XYZ;
// RGB to luma coefficients for ACEScg (AP1), from AP1_to_XYZ
constexpr float3 LUMA_AP1{0.272229f, 0.674082f, 0.0536895f};
constexpr mat3f LMS_to_sRGB = XYZ_to_sRGB * CIECAT02_to_XYZ;
// RGB to luma coefficients for Rec.709, from sRGB_to_XYZ
constexpr float3 LUMA_REC709{0.2126730f, 0.7151520f, 0.0721750f};
inline constexpr XYZ xyY_to_XYZ(xyY v) {
const float a = v.z / max(v.y, 1e-5f);

View File

@@ -164,12 +164,10 @@ inline float3 ACES(float3 color) {
ap0.r += hueWeight * saturation * (RRT_RED_PIVOT - ap0.r) * (1.0f - RRT_RED_SCALE);
// ACES to RGB rendering space
float3 ap1 = clamp(AP0_to_AP1 * ap0, 0.0f, (float)std::numeric_limits<math::half>::max());
float3 ap1 = clamp(AP0_to_AP1 * ap0, 0.0f, (float) std::numeric_limits<math::half>::max());
// Global desaturation
const float3 AP1_RGB2Y{ 0.272229f, 0.674082f, 0.0536895f };
ap1 = mix(float3(dot(ap1, AP1_RGB2Y)), ap1, RRT_SAT_FACTOR);
ap1 = mix(float3(dot(ap1, LUMA_AP1)), ap1, RRT_SAT_FACTOR);
#if defined(TONEMAP_ACES_MATCH_BRIGHTNESS)
ap1 *= 1.0f / 0.6f;
@@ -188,7 +186,7 @@ inline float3 ACES(float3 color) {
float3 linearCV = darkSurround_to_dimSurround(rgbPost);
// Apply desaturation to compensate for luminance difference
linearCV = mix(float3(dot(linearCV, AP1_RGB2Y)), linearCV, ODT_SAT_FACTOR);
linearCV = mix(float3(dot(linearCV, LUMA_AP1)), linearCV, ODT_SAT_FACTOR);
// Convert to display primary encoding (Rec.709 primaries, D65 white point)
return AP1_to_sRGB * linearCV;

View File

@@ -71,6 +71,7 @@ static ColorGrading* g_colorGrading = nullptr;
static Config g_config;
static bool g_shadowPlane = false;
static bool g_singleMode = false;
static float g_rangePlot[1024 * 3];
static void printUsage(char* name) {
std::string exec_name(Path(name).getName());
@@ -417,6 +418,18 @@ static filament::MaterialInstance* updateInstances(
return materialInstance;
}
static void computeRangePlot(SandboxParameters &parameters) {
const ColorGradingOptions& options = parameters.colorGradingOptions;
for (size_t i = 0; i < 1024; i++) {
float x = i / 1024.0f;
float s = 1.0f - smoothstep(options.ranges.x, options.ranges.y, x);
float h = smoothstep(options.ranges.z, options.ranges.w, x);
g_rangePlot[i] = s;
g_rangePlot[1024 + i] = 1.0f - s - h;
g_rangePlot[2048 + i] = h;
}
}
static void gui(filament::Engine* engine, filament::View*) {
auto& params = g_params;
ImGui::SetNextWindowSize(ImVec2(0.0f, 0.0f));
@@ -576,11 +589,30 @@ static void gui(filament::Engine* engine, filament::View*) {
ImGui::Combo("Tone-mapping",
reinterpret_cast<int*>(&params.colorGradingOptions.toneMapping),
"Linear\0ACES\0Filmic\0Reinhard\0Display Range\0\0");
ImGui::SliderInt("Temperature", &params.colorGradingOptions.temperature, -100, 100);
ImGui::SliderInt("Tint", &params.colorGradingOptions.tint, -100, 100);
ImGui::SliderFloat3("Out Red", &params.colorGradingOptions.outRed.x, -2.0f, 2.0f);
ImGui::SliderFloat3("Out Green", &params.colorGradingOptions.outGreen.x, -2.0f, 2.0f);
ImGui::SliderFloat3("Out Blue", &params.colorGradingOptions.outBlue.x, -2.0f, 2.0f);
ImGui::Indent();
if (ImGui::CollapsingHeader("While balance")) {
ImGui::SliderInt("Temperature", &params.colorGradingOptions.temperature, -100, 100);
ImGui::SliderInt("Tint", &params.colorGradingOptions.tint, -100, 100);
}
if (ImGui::CollapsingHeader("Channel mixer")) {
ImGui::SliderFloat3("Out Red", &params.colorGradingOptions.outRed.x, -2.0f, 2.0f);
ImGui::SliderFloat3("Out Green", &params.colorGradingOptions.outGreen.x, -2.0f, 2.0f);
ImGui::SliderFloat3("Out Blue", &params.colorGradingOptions.outBlue.x, -2.0f, 2.0f);
}
if (ImGui::CollapsingHeader("Tonal ranges")) {
ImGui::ColorEdit3("Shadows", &params.colorGradingOptions.shadows.x);
ImGui::SliderFloat("Shadows weight", &params.colorGradingOptions.shadows.w, -2.0f, 2.0f);
ImGui::ColorEdit3("Mid-tones", &params.colorGradingOptions.midtones.x);
ImGui::SliderFloat("Mid-tones weight", &params.colorGradingOptions.midtones.w, -2.0f, 2.0f);
ImGui::ColorEdit3("Highlights", &params.colorGradingOptions.highlights.x);
ImGui::SliderFloat("Highlights weight", &params.colorGradingOptions.highlights.w, -2.0f, 2.0f);
ImGui::SliderFloat4("Ranges", &params.colorGradingOptions.ranges.x, 0.0f, 1.0f);
computeRangePlot(params);
ImGui::PlotLines("Shadows curve", g_rangePlot, 1024, 0);
ImGui::PlotLines("Mid-tones curve", g_rangePlot + 1024, 1024);
ImGui::PlotLines("Highlights curve", g_rangePlot + 2048, 1024);
}
ImGui::Unindent();
}
if (ImGui::CollapsingHeader("Debug")) {
@@ -699,6 +731,12 @@ static void preRender(filament::Engine* engine, filament::View* view, filament::
ColorGrading* colorGrading = ColorGrading::Builder()
.whiteBalance(options.temperature / 100.0f, options.tint / 100.0f)
.channelMixer(options.outRed, options.outGreen, options.outBlue)
.shadowsMidtonesHighlights(
Color::toLinear(options.shadows),
Color::toLinear(options.midtones),
Color::toLinear(options.highlights),
options.ranges
)
.toneMapping(options.toneMapping)
.build(*engine);
view->setColorGrading(colorGrading);

View File

@@ -67,6 +67,10 @@ struct ColorGradingOptions {
math::float3 outRed{1.0f, 0.0f, 0.0f};
math::float3 outGreen{0.0f, 1.0f, 0.0f};
math::float3 outBlue{0.0f, 0.0f, 1.0f};
math::float4 shadows{1.0f, 1.0f, 1.0f, 0.0f};
math::float4 midtones{1.0f, 1.0f, 1.0f, 0.0f};
math::float4 highlights{1.0f, 1.0f, 1.0f, 0.0f};
math::float4 ranges{0.0f, 0.333f, 0.550f, 1.0f};
};
struct SandboxParameters {