Bueno pues ahí va!!!
Nueva beta de madvr con opciones recortadas pero las que se quedan vienen con mejoras.
Nuevo algoritmo implementado tanto para el modo dumb como el cientific en base a las aportaciones del creador de DisplayCal. Creo que solo queda una opción de cada uno, lo cual me parece acertado.
El modo dinámico para la gestión de la saturación y luminancia se impone y ya no se pueden elegir los porcentajes. También se ha optimizado.
Nueva opción “surface” para que los píxeles por debajo de los 200 nits no sufran mapeo de color. Parece que en los colores de piel se perdía algo de saturación al mapear y las pieles suelen rondar los 100 nits.
A disfrutarlo!!!
Saludos!
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a
new test build. It contains a *LOT* of new stuff:
http://madshi.net/madVRhdrTest6.rar
I was seriously considering serving all the changes piece by piece to you, so you would test exactly what I'd like you to test without getting lost in the myriad of new options. But then I thought, we're all grown men & women here, aren't we? So I won't annoy you with patronizing, and give it all to you at once. But
please do the listed tests for me, so we can methodologically separate the good from the bad options. Thank you!
FWIW, only algo changes in this build, no other changes/fixes (yet).
What got lost/removed:
1) Only one dumb mode left. No more "convert early vs late". The early one didn't work correctly, anyway, sorry.
2) No more scientific "gamut roll", nobody liked it, anyway.
3) No more scientific "gamut clip", unfortunately. I'm sorry about that, but the new formulas just didn't play nice with it. So only "RGB clip" left, but I think (hope) you'll find no reason to complain, due to the improved quality and new options.
4) No more "fix too bright pixels by x% luminance and y% saturation reduction" option, anymore. It's now always decided by madVR, using a slightly modified DisplayCAL formula.
Changes/improvements/new options:
1) I've improved the scientific algo based on DisplayCAL math (thanks again fhoech!). The main improvement is a replacement for madVR's "dynamic" luminance vs saturation decision making. Another smaller improvement is a little bit of additional desaturation for pixels that received a lot of tone mapping. Unfortunately I wasn't able to achieve an exact match to the DisplayCAL 3DLUTs posted by fhoech. I'm not sure why. The code provided by fhoech produced quite different results to his 3DLUTs when used in madVR. So I tweaked his code to look roughly the same as his 3DLUTs. I hope that my final result will not be worse than his, but I'm not 100% sure. It's similar, but slightly different, so it could be slightly better or worse, for all videos, or better for some and worse for others.
2) "Surface": EvLee kindly suggested to handle "surface" colors (pixels below or around diffuse white) differently to light sources, because that's how human perception works. So if you look at the new options, sometimes you'll find the term "surface" in there. If you choose an option with the "surface" name in it, basically what you'll get is this: For pixels below 200 Nits madVR will use a tweaked scientific algo which is optimized for surface colors. Pixels above 600 Nits will be handled by a different algo. There will be a smooth blend between the algos between 200 and 600 Nits.
3) I've improved the dumb mode color correction algo quality to work at the same quality level as the scientific algo. Furthermore, you can now choose whether to only fix the dumb mode's hue or also the saturation. Finally, you can choose how much correction you want (50%, 75% or 100%). The color correction is also applied if you mix dumb mode with other modes (see below).
4) There are various "mixed" algos available now: You can mix "dumb + surface", "science + surface" or even all 3. In all those mixes, "surface" covers all pixels below 200 Nits, while the other algo(s) in the mix handle pixels above 600 Nits, with a smooth blend between 200 and 600 Nits. The "scientific + dumb + surface" mix uses "surface" for the pixels below 200 Nits, and 50% scientific + 50% dumb for pixels above 600 Nits.