I received a couple of DM's from developers asking about what resources I recommend to learn more about color science.
Here's a thread with some of my favourite resources.
Here's a thread with some of my favourite resources.
The first resource that I can't recommend enough is https://hg2dc.com/
This website is from my partner in crime on all color related endeavours @troy_s He's not only very knowledgeable but also loves helping people get a better understand on all topics color related.
This website is from my partner in crime on all color related endeavours @troy_s He's not only very knowledgeable but also loves helping people get a better understand on all topics color related.
Now hands down the most useful presentation out there is this one from Timothy Lottes
Video: https://www.gdcvault.com/play/1023512/Advanced-Graphics-Techniques-Tutorial-Day
Slides: https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf
Timothy was quite far ahead of the curve in a lot of aspects and this presentation is packed with good information.
Video: https://www.gdcvault.com/play/1023512/Advanced-Graphics-Techniques-Tutorial-Day
Slides: https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf
Timothy was quite far ahead of the curve in a lot of aspects and this presentation is packed with good information.
The other presentation I found immensely useful and would advise everyone to study very closely is the one from @nikq
Slides: https://www.polyphony.co.jp/publications/sa2018/
There's a ton of great content with a very extensive background section and speaker notes
Slides: https://www.polyphony.co.jp/publications/sa2018/
There's a ton of great content with a very extensive background section and speaker notes
Alex Fry's presentation about the work done with HDR in Frostbite is also highly recommended
Video:
Slides: https://www.ea.com/frostbite/news/high-dynamic-range-color-grading-and-display-in-frostbite
As well as the presentation from @P_Malin
Video:
Slides: https://research.activision.com/publications/archives/hdr-in-call-of-duty
Video:
Slides: https://www.ea.com/frostbite/news/high-dynamic-range-color-grading-and-display-in-frostbite
As well as the presentation from @P_Malin
Video:
Slides: https://research.activision.com/publications/archives/hdr-in-call-of-duty
When I first started looking for resources on this topic, I ran into a great set presentations from @hpduiker
http://duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/
http://duikerresearch.com/2015/09/filmic-tonemapping-for-real-time-rendering/
I also enjoyed this blog post since it made me look at something I didn't know was wrong https://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3/
http://duikerresearch.com/2015/09/filmic-tonemapping-ea-2006/
http://duikerresearch.com/2015/09/filmic-tonemapping-for-real-time-rendering/
I also enjoyed this blog post since it made me look at something I didn't know was wrong https://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3/
These 2 links from AMD are a bit more advanced but give you an overall idea of how they approached gamut mapping:
https://gpuopen.com/learn/using-amd-freesync-2-hdr-color-spaces/ https://gpuopen.com/learn/using-amd-freesync-2-hdr-gamut-mapping/
https://gpuopen.com/learn/using-amd-freesync-2-hdr-color-spaces/ https://gpuopen.com/learn/using-amd-freesync-2-hdr-gamut-mapping/
When it comes to books, I would highly recommend "Digital Color Management: Encoding Solutions, Second Edition"
While I don't agree with the concept of using a per-channel approach, I do understand why the authors did propose it back when the book was written/released.
While I don't agree with the concept of using a per-channel approach, I do understand why the authors did propose it back when the book was written/released.
I also thoroughly enjoyed the book from @frabante "Image Content Retargeting
Maintaining Color, Tone, and Spatial Consistency"
While I do find that some of the concepts from the book are not easy to translate directly into code, there's still a lot of useful info contained...
Maintaining Color, Tone, and Spatial Consistency"
While I do find that some of the concepts from the book are not easy to translate directly into code, there's still a lot of useful info contained...
in the book to make it very a very worthwhile read.
A nice complement to the previous two books is "Measuring Colour, Fourth Edition" by Hunt and Pointer.
This book is not as easy to read as the other 2 but it complements their info on several topics.
A nice complement to the previous two books is "Measuring Colour, Fourth Edition" by Hunt and Pointer.
This book is not as easy to read as the other 2 but it complements their info on several topics.
A lot of good info can also be found here https://chrisbrejon.com/cg-cinematography/ despite being less of an engineering oriented explanation.
There's also a couple of other resources that I've read in the past at some point:
http://jamie-wong.com/post/color/
https://ciechanow.ski/color-spaces/
http://patapom.com/blog/Colorimetry/ColorSpace/
There's also a couple of other resources that I've read in the past at some point:
http://jamie-wong.com/post/color/
https://ciechanow.ski/color-spaces/
http://patapom.com/blog/Colorimetry/ColorSpace/