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arjansingh00

Color Correction

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After playing games like Star Wars Battlefront & GTA 5 I was wondering how dev's implement Color Correction in their Engines. I know that this can be done through the use of 3D LUT's but I was wondering if there are any other ways to do this. A good example of this would be in GTA 5 when a Characters special ability is triggered the colors on screen have a filter applied to them: 

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Usually the 3D LUT is generated by "stacking" (combining) a set of color transforms, such that the result of applying the LUT gives you the result of applying the set of transforms to an input color. So if you don't want to use a lot, you could implement the transforms directly in a pixel or compute shader and directly apply them to the input color. However a LUT may be quite a bit cheaper, depending on how many transforms you use. Another nice thing about LUT's is that your engine doesn't need to necessarily know or care about how that LUT is generated. So you might have in-engine UI for generating the LUT (like Source Engine), or have your own external tool that generates the LUT, or you might use an off-the-shelf third-party tool like Fusion, Nuke, or OpenColorIO to generate your LUT (like Uncharted 4).

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