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vo_opengl: add new HDR tone mapping algorithm
I call it `mobius` because apparently the form f(x) = (cx+a)/(dx+b) is called a Möbius transform, which is the algorithm this is based on. In the extremes it becomes `reinhard` (param=0.0 and `clip` (param=1.0), smoothly transitioning between the two depending on the parameter. This is a useful tone mapping algorithm since the tunable mobius transform allows the user to decide the trade-off between color accuracy and detail preservation on a continuous scale. The default of 0.3 is already far more accurate than `reinhard` while also being reasonably good at preserving highlights, without suffering from the overall brightness drop and color distortion of `hable`. For these reasons, make this the new default. Also expand and improve the documentation for these tone mapping functions.
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@ -4645,13 +4645,27 @@ The following video options are currently all specific to ``--vo=opengl`` and
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display. Valid values are:
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clip
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Hard-clip any out-of-range values.
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Hard-clip any out-of-range values. Use this when you care about
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perfect color accuracy for in-range values at the cost of completely
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distorting out-of-range values. Not generally recommended.
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mobius
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Generalization of Reinhard to a Möbius transform with linear section.
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Smoothly maps out-of-range values while retaining contrast and colors
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for in-range material as much as possible. Use this when you care about
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color accuracy more than detail preservation. This is somewhere in
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between ``clip`` and ``reinhard``, depending on the value of
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``--tone-mapping-param``. (default)
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reinhard
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Reinhard tone mapping algorithm. Very simple continuous curve.
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Preserves dynamic range and peak but uses nonlinear contrast.
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Preserves overall image brightness but uses nonlinear contrast, which
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results in flattening of details and degradation in color accuracy.
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hable
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Similar to ``reinhard`` but preserves dark contrast better (slightly
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sigmoidal). Developed by John Hable for use in video games. (default)
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Similar to ``reinhard`` but preserves both dark and bright details
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better (slightly sigmoidal), at the cost of slightly darkening
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everything. Developed by John Hable for use in video games. Use this
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when you care about detail preservation more than color/brightness
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accuracy. This is roughly equivalent to
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``--hdr-tone-mapping=reinhard --tone-mapping-param=0.24``.
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gamma
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Fits a logarithmic transfer between the tone curves.
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linear
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@ -4662,6 +4676,12 @@ The following video options are currently all specific to ``--vo=opengl`` and
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Set tone mapping parameters. Ignored if the tone mapping algorithm is not
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tunable. This affects the following tone mapping algorithms:
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mobius
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Specifies the transition point from linear to mobius transform. Every
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value below this point is guaranteed to be mapped 1:1. The higher the
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value, the more accurate the result will be, at the cost of losing
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bright details. Defaults to 0.3, which due to the steep initial slope
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still preserves in-range colors fairly accurately.
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reinhard
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Specifies the local contrast coefficient at the display peak. Defaults
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to 0.5, which means that in-gamut values will be about half as bright
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@ -328,6 +328,7 @@ const struct m_sub_options gl_video_conf = {
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OPT_INTRANGE("target-brightness", target_brightness, 0, 1, 100000),
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OPT_CHOICE("hdr-tone-mapping", hdr_tone_mapping, 0,
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({"clip", TONE_MAPPING_CLIP},
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{"mobius", TONE_MAPPING_MOBIUS},
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{"reinhard", TONE_MAPPING_REINHARD},
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{"hable", TONE_MAPPING_HABLE},
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{"gamma", TONE_MAPPING_GAMMA},
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@ -91,6 +91,7 @@ enum blend_subs_mode {
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enum tone_mapping {
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TONE_MAPPING_CLIP,
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TONE_MAPPING_MOBIUS,
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TONE_MAPPING_REINHARD,
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TONE_MAPPING_HABLE,
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TONE_MAPPING_GAMMA,
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@ -377,6 +377,21 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
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GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
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break;
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case TONE_MAPPING_MOBIUS: {
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float j = isnan(param) ? 0.3 : param;
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// solve for M(j) = j; M(ref_peak) = 1.0; M'(j) = 1.0
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// where M(x) = scale * (x+a)/(x+b)
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float a = -j*j * (ref_peak - 1) / (j*j - 2*j + ref_peak),
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b = (j*j - 2*j*ref_peak + ref_peak) / (ref_peak - 1);
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GLSLF("color.rgb = mix(vec3(%f) * (color.rgb + vec3(%f))\n"
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" / (color.rgb + vec3(%f)),\n"
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" color.rgb,\n"
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" lessThanEqual(color.rgb, vec3(%f)));\n",
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(b*b + 2*b*j + j*j) / (b - a), a, b, j);
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break;
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}
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case TONE_MAPPING_REINHARD: {
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float contrast = isnan(param) ? 0.5 : param,
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offset = (1.0 - contrast) / contrast;
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