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1
Intro
2
Brief history of film & terminology
3
Frostbite legacy pipeline troubles
4
Frostbite approach - clean sheet
5
Tone Display mapping
6
Filmic tonemap vs Display map
7
Re-author VFX
8
Re-introduce hue shifts
9
What about ACES?
10
LUT Problems
11
LUT filtering
12
Color grading LUT accuracy
13
Performance
14
Version 1: Naïve implementation
15
Iterate: CMASK-aware composite
16
HDR standards
17
Dolby Vision
18
Platform support
19
Wide gamut rendering
Description:
Explore the Frostbite team's approach to implementing HDR display support in this 55-minute GDC talk from 2017. Dive into the history of film and terminology before examining the legacy pipeline issues faced by Frostbite. Learn about the clean sheet approach, tone display mapping, and the differences between filmic tonemap and display map. Discover the process of re-authoring VFX and reintroducing hue shifts. Investigate ACES implementation, LUT problems, filtering, and color grading accuracy. Analyze performance considerations, from naïve implementation to CMASK-aware compositing. Gain insights into HDR standards, Dolby Vision, platform support, and wide gamut rendering. Enhance your understanding of high dynamic range color grading and display techniques in game development.

High Dynamic Range Color Grading and Display in Frostbite

GDC
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