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Filmic Tone Mapping
Haarm-Pieter Duiker – EALA
George Borshukov – WWVG
2006/10/27
History of Color In Video Games
• Progression of Game Graphics
– Galaga
– Super Mario
Jump forward a few years
– Bond
– Madden
– Need For Speed
– Gears of War
History of Color In Video Games
Copyright @1982 Namco Corp.
History of Color In Video Games
Copyright @1988 Nintendo of America Inc
History of Color In Video Games
Copyright @ 2003-2004 Electronic Arts Inc
History of Color In Video Games
Copyright ©2006 Epic Games, Inc
History of Color In Video Games
Copyright ©2005 Electronic Arts, Inc.
History of Color In Video Games
Copyright ©2005 Electronic Arts, Inc.
HDR and Next-gen Hardware
• What problems do new hardware
capabilities bring with them?
– Working with HDR data implies Linear color
math and workflows
– So you need to…
• Linearize your textures on read
• Compensate for the characteristics of display
devices through Tone Mapping
• Choose a Tone Mapping algorithm
What Does Linear Data Look Like?
Copyright ©2004 Nvidia Corporation
What Does Linear Data Look Like?
Copyright ©2005 Electronic Arts, Inc.
What Does Linear Data Look Like?
Copyright © 20th Century Fox Film Corp.
What Does Linear Data Look Like?
Copyright ©2003 Warner Bros., Inc.
What Does Linear Data Look Like?
• Issues
– Overly Contrasty
– The dynamic range viewable on screen is
relatively small
– Trying to work with this data in integer formats
will quickly lead to quantization artifacts
Contrast Range Covered by
Different Tone Mapping Options
Copyright © 20th Century Fox Film Corp.
Contrast Range Covered by
Different Tone Mapping Options
Copyright © 20th Century Fox Film Corp.
Contrast Range Covered by
Different Tone Mapping Options
Copyright © 20th Century Fox Film Corp.
Contrast Range Covered by
Different Tone Mapping Options
Copyright © 20th Century Fox Film Corp.
A Filmic Approach to Tone Mapping
• A New Option for Games
• Core Idea: Two Stages
– 1 Transform Linear Data into a Logarithmic
color space
– 2. Apply LUT to Log data
A Filmic Approach to Tone Mapping
• Advantages
– Distributes Bits Evenly Across Dynamic
Range – Darks and Highlights
– Encodes Relevant Broad Dynamic Range
using Integer Format
– Plays Nicely with Modern Hardware
– Provides a Broader Range of Control for Art
Direction
Log Color – Background
• Human Visual System
– We think of Exposure in Log Terms
– Stops are powers of 2
• Film Measurements standard
– Density is a Log measure of Intensity
– Used for Print and Negative Measurements
• Cineon Compositing System
– Visual Effects interchange standard
Log Color – Background
Copyright © Kodak Corp.
Log Color – Background
Copyright © Kodak Corp.
Log Color – The Math
Linear to Log
c = (log10(ln/linReference)/ld*logGamma +
logReference)/1023.f;
- Conversion is handled easily by Cg and HLSL
- Could be sped up by converting to a 16 bit LUT
Log Color – The Math
Log to Linear
c = pow(10, (lg*1023.f–logReference)/
(ld*logGamma))*linReference;
- Conversion is handled easily by Cg and HLSL
- Could be sped up by converting to a 8 bit LUT
• There are a few constants in that equation.
Dynamic Range Coverage Comparison
• Log
– Dynamic Range covered by default parameters:
• 0.002 to ~67.5
– Bits per stop using for 8 bit Log with default
parameters:
• 17 8 bit code values ~ 4 bits
– Defaults can be adjust to cover less dynamic range
thereby allocating more bits per stop of dynamic
range
Dynamic Range Coverage Comparison
• Gamma
– Dynamic Range covered by Gamma/Exponent
Approach:
• 0 to 1
– Bits per stop using for 8 bit Gamma 2.2
• Average : 24.4
• Max is 69 8. Min is 1.7 = ~ 1 bit.
– Decreases for Darker values, where the human
visual system is most sensitive
– Lifts Black Level
Dynamic Range Coverage Comparison
An Exponential Ramp – Each Step = 1 Stop
- Will appear Linear to the Human Eye
- Large range above 1 not shown here
Dynamic Range Coverage Comparison
A Log Ramp – Each Step = 1 Stop
- Represents wide dynamic range consistently
- Needs a LUT to prepare for display
Dynamic Range Coverage Comparison
An Gamma Ramp - Each Step = 1 Stop
- Will appear Linear when displayed on a monitor
- Will show banding and quantization in the darks
- Clamps values above 1
Log Color – On Modern Hardware
• Allows HDR data to be stored in a LDR
integer format
• Color Correction can be done quickly in
this space
• Speculation: This might work equally well
on Xenon and PS3 hardware
Log Color – Possible Disadvantages
• Pow and Log calls may be expensive (?)
– Log is cheap. Pow is expensive.
– Can be sped up using LUTs
• Dynamic Range is fixed, not infinite.
– Highlights beyond a certain range will be clipped
– Darks beyond a certain range will be clipped
• Gamma approach not much better at representing dark
detail - ~1 bit
• Blending Operations expect Linear data
Filmic Tone Mapping
• Artistry after the Log Conversion
– Starting with Log color data gets you a long
way
– Simple Authoring pipeline
– 1d vs. 3d. LUTs
• Short story: Either approach can be used.
Filmic Tone Mapping
• What makes a LUT “Filmic”?
– Linear Middle Section
– “Shoulder” – Soft Compression of Highlights
– “Toe” – Soft Compression of Darks
Filmic Tone Mapping
Copyright © Kodak Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2004 Nvidia Corporation
Filmic Tone Mapping - Examples
Copyright ©2004 Nvidia Corporation
Filmic Tone Mapping - Examples
Copyright ©2004 Nvidia Corporation
Filmic Tone Mapping - Examples
Copyright ©2004 Nvidia Corporation
Filmic Tone Mapping – Example
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright © 20th Century Fox Film Corp.
Filmic Tone Mapping - Examples
Copyright ©2004 Warner Bros., Inc.
Filmic Tone Mapping - Examples
Copyright ©2004 Warner Bros., Inc.
Filmic Tone Mapping - Examples
Copyright ©2004 Warner Bros., Inc.
Filmic Tone Mapping - Examples
Copyright ©2004 Warner Bros., Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Filmic Tone Mapping - Examples
Copyright ©2005 Electronic Arts, Inc.
Tiger Demo
• Real time demo using Filmic Tonemapping
Thanks for Your Time
• Questions?

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Filmic Tonemapping - EA 2006

  • 1. Filmic Tone Mapping Haarm-Pieter Duiker – EALA George Borshukov – WWVG 2006/10/27
  • 2. History of Color In Video Games • Progression of Game Graphics – Galaga – Super Mario Jump forward a few years – Bond – Madden – Need For Speed – Gears of War
  • 3. History of Color In Video Games Copyright @1982 Namco Corp.
  • 4. History of Color In Video Games Copyright @1988 Nintendo of America Inc
  • 5. History of Color In Video Games Copyright @ 2003-2004 Electronic Arts Inc
  • 6. History of Color In Video Games Copyright ©2006 Epic Games, Inc
  • 7. History of Color In Video Games Copyright ©2005 Electronic Arts, Inc.
  • 8. History of Color In Video Games Copyright ©2005 Electronic Arts, Inc.
  • 9. HDR and Next-gen Hardware • What problems do new hardware capabilities bring with them? – Working with HDR data implies Linear color math and workflows – So you need to… • Linearize your textures on read • Compensate for the characteristics of display devices through Tone Mapping • Choose a Tone Mapping algorithm
  • 10. What Does Linear Data Look Like? Copyright ©2004 Nvidia Corporation
  • 11. What Does Linear Data Look Like? Copyright ©2005 Electronic Arts, Inc.
  • 12. What Does Linear Data Look Like? Copyright © 20th Century Fox Film Corp.
  • 13. What Does Linear Data Look Like? Copyright ©2003 Warner Bros., Inc.
  • 14. What Does Linear Data Look Like? • Issues – Overly Contrasty – The dynamic range viewable on screen is relatively small – Trying to work with this data in integer formats will quickly lead to quantization artifacts
  • 15. Contrast Range Covered by Different Tone Mapping Options Copyright © 20th Century Fox Film Corp.
  • 16. Contrast Range Covered by Different Tone Mapping Options Copyright © 20th Century Fox Film Corp.
  • 17. Contrast Range Covered by Different Tone Mapping Options Copyright © 20th Century Fox Film Corp.
  • 18. Contrast Range Covered by Different Tone Mapping Options Copyright © 20th Century Fox Film Corp.
  • 19. A Filmic Approach to Tone Mapping • A New Option for Games • Core Idea: Two Stages – 1 Transform Linear Data into a Logarithmic color space – 2. Apply LUT to Log data
  • 20. A Filmic Approach to Tone Mapping • Advantages – Distributes Bits Evenly Across Dynamic Range – Darks and Highlights – Encodes Relevant Broad Dynamic Range using Integer Format – Plays Nicely with Modern Hardware – Provides a Broader Range of Control for Art Direction
  • 21. Log Color – Background • Human Visual System – We think of Exposure in Log Terms – Stops are powers of 2 • Film Measurements standard – Density is a Log measure of Intensity – Used for Print and Negative Measurements • Cineon Compositing System – Visual Effects interchange standard
  • 22. Log Color – Background Copyright © Kodak Corp.
  • 23. Log Color – Background Copyright © Kodak Corp.
  • 24. Log Color – The Math Linear to Log c = (log10(ln/linReference)/ld*logGamma + logReference)/1023.f; - Conversion is handled easily by Cg and HLSL - Could be sped up by converting to a 16 bit LUT
  • 25. Log Color – The Math Log to Linear c = pow(10, (lg*1023.f–logReference)/ (ld*logGamma))*linReference; - Conversion is handled easily by Cg and HLSL - Could be sped up by converting to a 8 bit LUT • There are a few constants in that equation.
  • 26. Dynamic Range Coverage Comparison • Log – Dynamic Range covered by default parameters: • 0.002 to ~67.5 – Bits per stop using for 8 bit Log with default parameters: • 17 8 bit code values ~ 4 bits – Defaults can be adjust to cover less dynamic range thereby allocating more bits per stop of dynamic range
  • 27. Dynamic Range Coverage Comparison • Gamma – Dynamic Range covered by Gamma/Exponent Approach: • 0 to 1 – Bits per stop using for 8 bit Gamma 2.2 • Average : 24.4 • Max is 69 8. Min is 1.7 = ~ 1 bit. – Decreases for Darker values, where the human visual system is most sensitive – Lifts Black Level
  • 28. Dynamic Range Coverage Comparison An Exponential Ramp – Each Step = 1 Stop - Will appear Linear to the Human Eye - Large range above 1 not shown here
  • 29. Dynamic Range Coverage Comparison A Log Ramp – Each Step = 1 Stop - Represents wide dynamic range consistently - Needs a LUT to prepare for display
  • 30. Dynamic Range Coverage Comparison An Gamma Ramp - Each Step = 1 Stop - Will appear Linear when displayed on a monitor - Will show banding and quantization in the darks - Clamps values above 1
  • 31. Log Color – On Modern Hardware • Allows HDR data to be stored in a LDR integer format • Color Correction can be done quickly in this space • Speculation: This might work equally well on Xenon and PS3 hardware
  • 32. Log Color – Possible Disadvantages • Pow and Log calls may be expensive (?) – Log is cheap. Pow is expensive. – Can be sped up using LUTs • Dynamic Range is fixed, not infinite. – Highlights beyond a certain range will be clipped – Darks beyond a certain range will be clipped • Gamma approach not much better at representing dark detail - ~1 bit • Blending Operations expect Linear data
  • 33. Filmic Tone Mapping • Artistry after the Log Conversion – Starting with Log color data gets you a long way – Simple Authoring pipeline – 1d vs. 3d. LUTs • Short story: Either approach can be used.
  • 34. Filmic Tone Mapping • What makes a LUT “Filmic”? – Linear Middle Section – “Shoulder” – Soft Compression of Highlights – “Toe” – Soft Compression of Darks
  • 36. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 37. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 38. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 39. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 40. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 41. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 42. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 43. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 44. Filmic Tone Mapping - Examples Copyright ©2004 Nvidia Corporation
  • 45. Filmic Tone Mapping - Examples Copyright ©2004 Nvidia Corporation
  • 46. Filmic Tone Mapping - Examples Copyright ©2004 Nvidia Corporation
  • 47. Filmic Tone Mapping - Examples Copyright ©2004 Nvidia Corporation
  • 48. Filmic Tone Mapping – Example Copyright © 20th Century Fox Film Corp.
  • 49. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 50. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 51. Filmic Tone Mapping - Examples Copyright © 20th Century Fox Film Corp.
  • 52. Filmic Tone Mapping - Examples Copyright ©2004 Warner Bros., Inc.
  • 53. Filmic Tone Mapping - Examples Copyright ©2004 Warner Bros., Inc.
  • 54. Filmic Tone Mapping - Examples Copyright ©2004 Warner Bros., Inc.
  • 55. Filmic Tone Mapping - Examples Copyright ©2004 Warner Bros., Inc.
  • 56. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 57. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 58. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 59. Filmic Tone Mapping - Examples Copyright ©2005 Electronic Arts, Inc.
  • 60. Tiger Demo • Real time demo using Filmic Tonemapping
  • 61. Thanks for Your Time • Questions?

Notes de l'éditeur

  1. Copyright @1982 Namco Corp.