![]() ![]() ![]() There are plenty of ways to author a look and bake out the LUT, such as Waylon Brinck’s Siggraph 2016 Talk ( Technical Art of Uncharted 4). After moving to Naughty Dog I was a huge believer in Filmic Tonemapping and ended up getting it into the game, but the Uncharted franchise has a hyper-realistic look so I hacked Jim and Richard’s formula to give some measure of control. While HP and I were at EA on the LMNO project, Jim Hejl ( and Richard-Burgess Dawson found a faster approximation using ALUs which made the process more practical on PS3 and XB360. He used the Cineon linear to log node to convert from linear to log and then applied a LUT for the final look. In the image above, the left side is a pure linear tonemap and the right side uses a filmic curve.įor a little history, the orignal curve was authored as an approximation to the Kodak response curve by Haarm-Pieter Duiker ( The presentation is actually online at HP’s website: Filmic Tonemapping and Color In Games. For newcomers, the basic premise of Filmic Tonemapping is to simulate the tone curve of film in our images, with a shoulder and a toe. It’s been a long while since the original posts on Filmic Tonemapping, and it is time for an update. ![]()
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