HDR -> SDR conversion

These CUDA filters are packaged into DGDecodeNV, which is part of DGDecNV.
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tormento
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HDR -> SDR conversion

Post by tormento »

Rocky wrote:
Mon Jul 04, 2022 8:27 am
Can you please explain the use case and justification for this request?
AFAIK you can recover full chroma from double the required resolution, such as per post https://forum.doom9.org/showthread.php? ... ost1938846

I was asking myself if all that procedure could be ported inside some of the DGTools libraries.
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Bullwinkle
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HDR -> SDR conversion

Post by Bullwinkle »

Why do you want to make 1920x1080 4:4:4 material? What players will support it?
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tormento
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HDR -> SDR conversion

Post by tormento »

Bullwinkle wrote:
Mon Jul 04, 2022 6:39 pm
Why do you want to make 1920x1080 4:4:4 material? What players will support it?
Any nVidia based PC, as last 2 generations of cards support HEVC 4:4:4.

Anyway, it's not a priority. Many other things are needed first :)
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Dion
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HDR -> SDR conversion

Post by Dion »

Did DGHDRtoSDR_1.15 get a different tonemap algorithm vs DGHDRtoSDR_1.14? Results seem very different.
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Bullwinkle
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HDR -> SDR conversion

Post by Bullwinkle »

No change to the tonemapping. All changes are documented in the Binaries Notification thread.

* HDRtoSDR white parameter (PQ) was made nonlinear to better represent the interesting parameter range.
* HDRtoSDR white parameter (PQ) range was widened and the default is now 2000.
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Dion
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HDR -> SDR conversion

Post by Dion »

Mega late reply but I found the reason. Seems the "default" values for .14 and .15 are different.. I just had to adjust .15 back to .14's default values and the results are now identical.
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tormento
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HDR -> SDR conversion

Post by tormento »

Dion wrote:
Thu Jul 21, 2022 11:39 pm
Did DGHDRtoSDR_1.15 get a different tonemap algorithm vs DGHDRtoSDR_1.14? Results seem very different.
It's way better to use a proper LUT and DGCube. At least for me and my results.
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