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#Actuallipsryme

Posted 18 May 2013 - 03:18 PM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp unsigned ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

The code is from this sample here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this as the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


#9lipsryme

Posted 18 May 2013 - 09:15 AM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

The code is from this sample here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this as the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


#8lipsryme

Posted 18 May 2013 - 09:15 AM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

The code is from this sample here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this a the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


#7lipsryme

Posted 18 May 2013 - 09:15 AM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

The code is from this sample here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this a the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


#6lipsryme

Posted 18 May 2013 - 09:14 AM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

The code is from this sample here: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently doing tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this a the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


#5lipsryme

Posted 18 May 2013 - 09:14 AM

I'm having some issues with color correction using a 3D LUT.

I'm using a neutral LUT 16x16x16 from the UnrealEngine page here: http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png

 

I've open it up in photoshop and saved it as a Volume Texture DDS (32bpp ARGB8) using the nvidia plugin.

 

And here's my shader:

float4 PS(in VSOutput input) : SV_Target
{
	float3 rawColor = InputTexture0.Sample(LinearClampSampler, input.UV).rgb;

	float3 scale = (float3(16, 16, 16) - 1.0f) / float3(16, 16, 16);
	float3 offset = 1.0f / (2.0f - float3(16, 16, 16));

	float3 colorCorrected = LUT.Sample(LinearClampSampler, scale * rawColor + offset).rgb;
	
	return float4(colorCorrected, 1.0f);
}

 

Can someone spot the problem ? : /

 

Not sure if the problem has to do with the order of rendering.

I'm currently doing tonemapping my linear result to a R8G8B8A8_UNORM_SRGB target, then use this a the input for the color correction which then outputs to my R8G8B8A8_UNORM_SRGB backbuffer.

 

Here's a screen of what my result looks like:

http://d.pr/i/xGYR

 

And here's the original for comparison:

http://d.pr/i/I6SL


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