High Dynamic Range Color Grading and Display in Frostbite
Offered By: GDC via YouTube
Course Description
Overview
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.
Syllabus
Intro
Brief history of film & terminology
Frostbite legacy pipeline troubles
Frostbite approach - clean sheet
Tone Display mapping
Filmic tonemap vs Display map
Re-author VFX
Re-introduce hue shifts
What about ACES?
LUT Problems
LUT filtering
Color grading LUT accuracy
Performance
Version 1: Naïve implementation
Iterate: CMASK-aware composite
HDR standards
Dolby Vision
Platform support
Wide gamut rendering
Taught by
GDC
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