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display colour management

the following writeup is about display colour management: how it works, how to install icc profiles for your screens and a few related details. for camera characterisation, i.e. input colour management, please see the colour module as well as the input device transform creation tools.

the whole window is colour managed, i.e. everything is rendered in linear rec2020 and alpha blended there. conversion to the display profile is done in imgui/examples/imgui_impl_vulkan.cpp in the fragment shader code.

installation

you need to profile your display, apply the TRC with dispwin, and supply the matrix to vkdt. the latter is currently done by running vkdt read-icc which will generate a display.profile file containing the extracted gamma and colour matrix.

such a file, if found in the bin directory during run time, vkdt will pick it up and load it to the gpu. to support dual monitor setups, vkdt will look for names such as bin/display.HDMI-0 for instance. to see the names of your monitors, run vkdt once with -d gui (the default) to list available monitors. also the loading will complain with the precise file name it is looking for if it's not found.

currently only single or dual monitors (left/right of another) are supported.

vkdt only supports matrix profiles for the output device transform. assuming monitors with linear response to the input on their primaries (after applying TRC), this is mathematically sufficient to reproduce the right colour for a human observer. the reason is that the colour is already encoded as tristimulus values in a colour space that has the same metameric behaviour as the cie observer (rec2020 in our case here). this does not hold true for input device transforms, which in general require more complex transforms. as an additional simplification, currently only gamma is supported, no generic shaper curve.

gui

all gui colours need to be given in rec2020 tristimulus values. gui/render.cc has a function to convert user/theme supplied srgb values to linear rec2020.

thumbnails

bc1 thumbnails are stored in gamma/sRGB. they are loaded as VK_FORMAT_BC1_RGB_SRGB_BLOCK such that they are linear when used in the gui.

pipe

the pixel pipeline/graph works in linear rec2020 encoding. the output in display nodes (f16) is read as linear, and the imgui fragment shader multiplies the icc matrix and applies the gamma shaper.

if the display supports 10 bits, the vulkan framebuffers are inited as 10bit format, and the final result in the swapchain will be rendered at that precision (all our internal buffers have higher precision).

cli

the command line interface explicitly inserts f2srgb nodes before the o-* nodes if the output format requires gamma encoding, such as jpeg.