Development Priorities?
Jeremy Selan <jeremy...@...>
Folks,
If you're considering using OpenColorIO in the near term, we would greatly appreciate it if you would respond and let us know which of the topics below you personally consider to be most important. Perhaps reply with the top 5 items you care about? (Note: We plan on addressing all of these issues, but would love to get a sense of what's holding people up in the short term). If there's an important task that isn't represented on this list, please add it! Thanks! -- Jeremy -------------------------------------------------------------------------------- Fall 2010 OpenColorIO Development Topics: Documentation - Quickstart Guide - End User (Artist) Docs - Developer API Docs - Color Config Authoring Docs Facility Integration - Support for additional lut formats (import) - Support for lut export - 3rd party app plugins RV OFX OpenImageIO Houdini <Your App Here!> "Real" Color Configurations - Flesh out the existing ocio configs (spi-anim,spi-vfx) for real use - Add a example ACES ocio config - Add a config that emulates the default nuke color configuration - Add example color config authoring scripts - Document 'best practice' for each config, and provide workflow examples with imagery Core Library: - Unit testing / correctness validation - Overall performance optimization Issues deferred until after 1.0 (tentatively Jan '11): - Dynamic Color API (OCIO Plugin API) - Live CDL Support
|
|
OCIO 0.5.15 posted
Jeremy Selan <jeremy...@...>
Version 0.5.15 (Sept 8 2010):
* Library is well behaved when $OCIO is unset, allowing for use in an un-colormanaged environment * Color Transforms can be applied in Python (config->getProcessor) * Simplification of API (getColorSpace allows cs name, role names, and cs objects) * Makefile enhancements (courtesy Malcolm Humphreys) * A bunch of bug fixes
|
|
Re: [ocs-dev] Re: Supporting 1D luts which are different per channel
Jeremy Selan <jeremy...@...>
Definitely a new Op. How about Spline1DOp?
-- Jeremy On Fri, Sep 3, 2010 at 6:27 AM, Malcolm Humphreys <malcolmh...@mac.com> wrote: Hi,
|
|
Re: [ocs-dev] Re: Supporting 1D luts which are different per channel
Malcolm Humphreys <malcolmh...@...>
Hi,
toggle quoted messageShow quoted text
Just looking at this again, one thing we didn't cover was a prelut which has non-uniform spaced points (scattered). Would you see this as support we would need to add to the Lut1DOp or would this end up being a different op type. This is a simple example from the csp spec. --snip-- Map extended input (max. 4.0) into top 10% of LUT 11 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 4.0 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 11 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 4.0 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 11 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 4.0 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 --snip-- A more complex example could be --snip-- 11 0.0 0.1 0.2 0.3 0.4 0.45 0.5 0.8 0.85 1.0 4.0 0.0 0.1 0.2 0.3 0.4 0.5 0.55 0.6 0.7 0.9 1.0 --snip-- .malcolm
On 22/07/2010, at 12:39 PM, Malcolm Humphreys wrote:
Hi Jeremy,
|
|
OCIO 0.5.14 posted
Jeremy Selan <jeremy...@...>
Version 0.5.14 (Sept 1 2010):
* Python binding enhancements * Simplified class implementations (reduced internal header count) Most changes this week were internal, all API changes were binary compatible additions. (Which is a good sign, considering a stable 0.6 is fast approaching!) -- Jeremy
|
|
Re: Color space transform bidirectionality
Alan Jones <sky...@...>
Hi Jeremy,
On Fri, Aug 27, 2010 at 4:18 PM, Jeremy Selan <jeremy...@gmail.com> wrote: Sorry for the delay in responding. (Had to attend to non-OCIONo worries :) The approach you describe is exactly in line with what I've beenThis is great news :) But there's no code-level distinctionI agree, the only benefit is from a UI perspective to assist the user in not doing something stupid. Downside to this is sometimes there is a good reason to do something stupid. So perhaps it would be best to go for some middle road (listing the logical ones first and including the type of all transforms for instance). I'd prefer to just call them "transforms" to leave open the possibility of other correctionSounds like a logical choice of terminology to me. Your processing pipeline is already expressed in the DisplayTransform.Great stuff :) thanks for sharing. Slowly getting my head around how OCIO works. Cheers, Alan
|
|
Re: Color space transform bidirectionality
Jeremy Selan <jeremy...@...>
Alan,
toggle quoted messageShow quoted text
Sorry for the delay in responding. (Had to attend to non-OCIO responsibilities this week). The approach you describe is exactly in line with what I've been thinking. Excellent. A few additions: You refer to the different LUT types as "storage, grading, and display". In the currently library we dont draw hard lines between the different transform uses. All three of these would be color spaces, and are treated equally in the code. Adapting your terminology to OCIO, "storage" color spaces would always provide transforms both to and from scene linear, display color spaces typically would only define a transform from scene linear, and grading spaces would be defined dynamically at runtime. But there's no code-level distinction between the types. Is there any benefit to doing so? I've been thinking about adding metadata (tags) that will let the user tag color spaces as belonging to different categories. (such as 'display', 'IO', etc). This would probably help in the UI (you could filter by tag), but I cant think of any other uses so it's a bit low on the priority list. * You refer to these things all as LUTs. I'd prefer to just call them "transforms" to leave open the possibility of other correction math. (For example, the grading lut could just as easily be a 1D lut, a 3D lut, or a ASC-CDL). Your processing pipeline is already expressed in the DisplayTransform. You specify the storage LUT (inputColorSpace), the displayLut (outputColorSpace), and also optional color correction(s). (Which can occur in any color space, including scene linear or a log-like DI space). The Nuke OCIODisplay node provides an example of using this API. -- Jeremy
On Mon, Aug 23, 2010 at 2:59 PM, Alan Jones <sky...@gmail.com> wrote:
Hi Jeremy,
|
|
OCIO 0.5.13 posted
Jeremy Selan <jeremy...@...>
Version 0.5.13 (Aug 18 2010):
* GPU Processing now supports High Dynamic Range color spaces * Added log processing operator, and updates to many other ops * Numerous bug fixes + updates to python glue * Exposed PyOpenColorIO header, for use in apps that require custom python glue * Matrix op is optimized for diagonal-only subcases * Numerous updates to Nuke Plugins (now with an addition node, OCIODisplay) All code available from github and google code (as usual). We're in the process of porting Katana (our internal lighting and compositing tool) to OCIO, and work is progressing well. (Our target completion date is mid Sept). Katana happens to be a nice testbed for OCIO development - utilizing both the GPU + CPU code paths, and also having a prior (similar) color management implementation as a reference sanity check).
|
|
Re: Color space transform bidirectionality
Alan Jones <sky...@...>
Hi Jeremy,
On Mon, Aug 23, 2010 at 4:30 PM, Jeremy Selan <jeremy...@gmail.com> wrote: OCIO's currently approach is that to make colorspace definitionsFor practical purposes those are all probably invertible, but even a 1D lut can lose information (such as everything below black point getting pushed to 0 - though seeing that information isn't required it doesn't really matter). I'm not a fan of putting too much effort into protecting users from their own stupidity ;) An uninvertible matrix could also happen, but again, probably not in practice. I'd love to figure outThat depends - you make a good usage case that somewhat goes out the window. The only real solution (which unfortunately cuts down your options for processing shortcuts and also limits what LUTs you can bring in) I can think of is something like follows. A color space is defined and it is always defined relative to scene referred linear. This way for each space it knows how to convert to or from scene referred and nothing else. Then when it registers it can say which directions it can handle. You kind of also need to define types of LUTs at this point though. I'm thinking of three. Storage LUTs (which pull data two and from representations used for storage, such as S-Log etc), Grading LUTs (which are designed to apply a particular look whether that's a color grade or a film transfer representation), and Display LUTs (which modify values to ensure that it displays correctly on a given device - i.e. sRGB, Rec709 etc). With this storage LUTs would go from whatever their storage form across to scene referred linear usually (though you'd use the reverse for saving perhaps) then the grading LUTs would make any changes to the color (if you had some magical linear display then this data would look correct on that display, but the grading LUTs wouldn't be used until the end as not to screw the radiometric linearity of your data). The finally with that data you apply the display LUT for your output device. So it'd be 1 Storage LUT 0+ Grading LUTs 1 Display LUT as the common workflow. I've got no idea how well this aligns with the design goals of OCIO as I'm just getting familiar with it, but that's how I'd look at structuring things to help define the process so it's more accessible to less technical users. It's pretty much what I'm planning on putting in place in the pipeline I'm building here, but on a pipeline wide scale where at ingest everything is shifted to radiometrically linear space and stored in float (well probably half-float for most cases) on disk. Then people working in lighting/comp would have grading+display LUTs applied on the fly so they're looking at as close to final as possible. I'd be interested to hear your thoughts. Cheers, Alan.
|
|
Re: Color space transform bidirectionality
Jeremy Selan <jeremy...@...>
Alan,
toggle quoted messageShow quoted text
OCIO is being a bit clever under the hood, though in my opinion not in a dangerous way. OCIO's currently approach is that to make colorspace definitions "convenient", we assumes inverse color transforms are allowed when the round-trip can automatically be made 100% accurately. I.e, if your colorspace definition is only built from cleanly invertible ops (simple cc math, matrix ops, log, 1D lookup tables), and is round-trip safe, the inverse transform is allowed. If your colorspace definition relies on 3D LUTs, any attempt to run the inverse transform will fail during the getProcessor call. (If you try to add a 3d lut to nuke and try to perform the inverse you'll see this). I'd love to figure out a way to make this more explicit in the API. Suggestions? The reason we defer the inverse 3d lut check to this late part in the API is to allow for the following interesting possibility. Say you have 2 display emulation colorspaces defined as follows. srgb: (A normal filmlook) lin_to_log.lut1d log_to_srgb.lut3d srgb_warm: (A warmer filmlook varient). lin_to_log.lut1d log_to_srgb.lut3d warm.mtx Say you have pixels in a baked srgb representation, and you wanted to view them with the warm look. Internally, our processing chain would look like: INPUT -> inverse log_to_srgb.lut3d -> inverse lin_to_log.lut1d -> lin_to_log.lut1d -> log_to_srgb.lut3d -> warm.mtx -> OUTPUT But, OCIO ( will soon) optimize this to a simplified conversion: INPUT -> warm.mtx -> OUTPUT This particular color space transformation, although conceptually requiring an inverse 3d lut, doesnt actually end up using it! Which is pretty cool, and really convenient in practice. This is why in Nuke we just blindly added all color spaces to both the input and output side, to allow for these circumstances. I can see this is subtle though, and potentially misleading from a new user perspective. Thoughts? -- Jeremy
On Mon, Aug 23, 2010 at 1:53 PM, Alan Jones <sky...@gmail.com> wrote:
Hi All,
|
|
Color space transform bidirectionality
Alan Jones <sky...@...>
Hi All,
I'm just reading through the Nuke plugin to get an idea of the API and how things are supposed to work together. I notice that it adds all color spaces to both the input and output. This assumes that all color transforms can be reversed. I was under the impression that some transforms would not be. Is there any facility within OCIO's current design for this? Cheers, Alan.
|
|
Re: The S-Log formula
Alan Jones <sky...@...>
Hi Jeremy,
On Wed, Aug 18, 2010 at 12:06 PM, Jeremy Selan <jeremy...@gmail.com> wrote: As a heads up, we're in touch with the Sony camera guys and may beAwesome - good to know, thanks. I've implemented using that formula with the black point at 64 in 10bit. It looks pretty good and it'd be great to know if it's correct - if anything it feels like it might be crunching the lower end a little too much. Cheers, Alan.
|
|
OCIO 0.5.12 posted
Jeremy Selan <jeremy...@...>
A new version is out!
Version 0.5.12 (Aug 18 2010): * Additional DisplayTransform improvements * Additional GPU Improvements * Added op hashing (processor->getGPULut3DCacheID) The big picture overview is that progress is going really well now, and we're definitely on track to have the API locked down in September. (Which will be the 'API stable' 0.6 version). At that point we'll start focusing on documentation, optimization, unit testing, and a bunch more 3rd party plugins (including RV, houdini, etc). ... which are all part of a push for a January 1.0 release! -- Jeremy
|
|
Re: The S-Log formula
Jeremy Selan <jeremy...@...>
Alan,
As a heads up, we're in touch with the Sony camera guys and may be able to offer a 'blessed' f35 linearization as part of OCIO soon... -- Jeremy
|
|
Re: LUT Plugin API
Jeremy Selan <jeremy...@...>
Sorry for the delay in answering this...
toggle quoted messageShow quoted text
Adding OCIO plugins is a really promising idea, which I'd like to explore in the medium term. I particularly like that it would allow for a clean partitioning of dependencies, and thus could be our window to CTL support! However, in the near team (before Jan) I'm a bit concerned about mission creep, and would like to keep the project focused on getting the simplest, cleanest, and fastest 1.0 implementation out the door. And having a bit of experience with plugin APIs, if they're worth doing at all they're usually worth doing right, so I'd like to make sure we have the time to really focus on doing a thorough job. -- Jeremy
On Aug 12, 9:11 am, Alan Jones <sky...@gmail.com> wrote:
Hi All,
|
|
Re: [ocs-dev] Re: The S-Log formula
Alan Jones <sky...@...>
Hi Jeremy,
On Thu, Aug 12, 2010 at 12:01 PM, Jeremy Selan <jeremy...@gmail.com> wrote: Ah, when you read Sony Camera documents you often have to put on yourIndeed - I'm still pretty fresh to dealing with this stuff so directly. Time to re-read Poynton's Digital Video. Which camera are you using? We've done a few Sony cameraYes - the F35 :) In my experience, if you have theAnywhere you could point me to for reading up on doing this and using it to generate LUTs? Sometimes it's a communication issue, but more often theYeah - I've taken the formula as being input space and then applying linear to rec709 to the result in order to generate the slog to rec709 LUT. Are you referring to this document for the formulas? (SRW_ITG_S-Yes. Assuming we trust the document for the moment, I think the rule ofAhhhh - thanks :) So when the document says "t has a range of 0 to 1.09", I take this toPerfect :) In the later example "S-Log Formula" this is already taken intoI'm still trying to figure out where some of these values come from. The 1752 is Reference white minus Black level and the 128 is black level. Though the 379.044 and 630 are still mysteries to me. I've tried dividing them by the equivalent part of the formula (though I've been using anti s-log to work on this rather than s-log, but same numbers anyway) and the resulting numbers don't have any easily identifiable correlation with either the input or output spaces. I'd love to know how those are calculated as at the moment I can get my results close when trying to find a generic way to deal with the formula (so I can make it for an arbitrary bit depth), but not exact. Cheers, Alan.
|
|
Re: The S-Log formula
Jeremy Selan <jeremy...@...>
Ah, when you read Sony Camera documents you often have to put on your
toggle quoted messageShow quoted text
"video engineer" goggles. :) Which camera are you using? We've done a few Sony camera characterizations, and may have real data for the camera you're interested in. F35, perhaps? In my experience, if you have the luxury of actually running exposure sweeps on a camera you tend to get much more plausible linearizations than by obeying manufacturer claims. Sometimes it's a communication issue, but more often the documentation fails to discriminate between the transform to get to a scene referred linear (input space) vs an output referred linear (display space). Are you referring to this document for the formulas? (SRW_ITG_S- Log_001_IO_EN.pdf) (google search: sony slog) Assuming we trust the document for the moment, I think the rule of thumb is understanding that whenever these guys talk about numbers that include percentages (such as 0%, or 109%), these are video folks talking in IRE land. (Ugh!) In the world of broadcast HD television (rec709 with headroom), a "broadcast safe" black level is at 64/1023, and safe white is 940/1023. Thus for folks in a broadcast-land mindset, if you use the full 10-bit code range you're 'over white' by (1023 / 940) = 1.09. So when the document says "t has a range of 0 to 1.09", I take this to mean that you're expected to have input 10-bit codevalues from 64 - 1023. code 64 = t 0.0 code 1023 = t 1.09 In the later example "S-Log Formula" this is already taken into account for you. Y = 379.044 * log10(((x-128)/1752 + 0.037584) + 630 (This assumes 10-bit input, which in practice will only contain values from 3-1019 due to HD link peculiarities, which you can safely ignore in this case). -- Jeremy
On Aug 12, 9:07 am, Alan Jones <sky...@gmail.com> wrote:
Hi All,
|
|
LUT Plugin API
Alan Jones <sky...@...>
Hi All,
I was thinking it'd be neat if OCIO provided an API for plugin LUTs (i.e. libraries that perform a LUT - they could use formula or whatever internally without any restrictions on syntax, outside of C++ of course). Making the API SIMD compatible could also be worth considering. I thought this may have some benefits over a straight formula syntax support. Particularly not requiring a syntax, the ability to use any library out there, also would make it simple for someone to offload to GPU and use built-in LUT support on those. I'm thinking it'd still be referenced by an xml config the same as all the others - just the source instead of myspace.lut would be myspace.so Cheers, Alan.
|
|
The S-Log formula
Alan Jones <sky...@...>
Hi All,
I'm currently writing a LUT to go from S-Log to Rec709. I've got the transfer functions for both and generally the curves I've plotted look like what I expect, but one part of the formula is bothering me. The t in the S-Log whitepaper from Sony (camera Sony - not imageworks) says t ranges from 0 to 109%. So I've been trying to ascertain whether this means in 10bit (for example) that 1023 should be 1.09 or whether it should be 1. A section of the whitepaper shows examples of converting between 10bit S-Log and 14bit linear. It just has some magic numbers in there and I've been trying to nail down exactly how they're calculated in order to answer the 1 vs 1.09 question. Though while I can step kinda close to it I've not just hit exact. So I'm hoping someone here can shed some light on this. Cheers, Alan.
|
|
OCIO 0.5.11 posted
Jeremy Selan <jeremy...@...>
This is a relatively minor update.
Version 0.5.11 (Aug 11 2010): * DisplayTransform API * ASC CDL Support Available on github, and as a .tgz on google code. http://code.google.com/p/opencolorio/downloads/detail?name=ocio.0.5.11.tgz#makecha Most important is that I've recently been stuck with writer's block (coder's block?) on how to generalize the DisplayTransform code, and this gets us over the hump. Full GPU support should now be just around the corner. (Feel free to place bets on the check-in date.) ... and I haven't forgotten about the FAQ and documentation either! -- Jeremy
|
|