Hi community!
Do you know about any articles that deal with abusing existing 8-bit colour grading LDR LUTs when you want to use them for HDR10 (HW HDR) output? The case is when you mustn't touch the existing LUTs but still want the HDR to maintain the artistic feeling (as much as possible).
I've found this one http://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_1/ (section Color Grading). I'm currently testing it.
With the approach I devised, there's a problem when the LUT blows "okay" colours to "fully blown" near 1.0:
ldr = hdr / (hdr + 0.2) // reinhard-like tonemapper from the existing game
graded = lut(ldr) // until now, this is exactly what the existing game is doing in LDR)
reconstructedHDR = -0.2 * graded / (graded - 1) // singularity with graded = 1
My approach works fine as long as the LUT isn't too aggressive. When it is, I'm toast I tried many things to somehow clamp it, or dial it back if it flies too high, but nothing is satisfactory.
The original game, as most games, applies colour grading after doing the tonemapping. If it was before, I wouldn't really have a problem, would I?
.P