1. WCG in GTSPORT
Hajime UCHIMURA / Polyphony Digital Inc.
uchimura@polyphony.co.jp
2018/02/28
2. Wide color gamut(WCG) in GTSPORT.
• “True wide color” is used in GTSPORT.
• Rendering on the Rec.2020 color space.
• Textures are stored in Rec.2020 color space.
• Car paints are measured in full spectrum.
4. To achieve this, we created:
Tone map to solve color saturation.
Color management/calculation system.
HDR photograph workflow.
Custom JPEGXR texture codec.
15. Things already done:
• Car paints measured in full spectrum.
• Background pictures shot in RAW.
• We already had “WCG” source!
• Even before HDR TV
54. Capturing photos in WCG.
• We used ILCE-A7 series DSLR.
• Measured color matrices with
Macbeth chart and high CRI LED light.
• Created in-house HDR tool with
measured color matrices.
55. In-house HDR tool.
• “ScapesMixer”.
• Based on Debevec97[1] and Mitsunaga99[2].
• Designed to process huge amount of pictures.
• It has panorama stitcher built in.
[1] Paul E. Debevec and Jitendra Malik. Recovering High Dynamic Range
Radiance Maps from Photographs. In SIGGRAPH 97, August 1997.
[2] Radiometric self calibration, CVPR99.
56. Server storage.
• Radiance HDR format
• Paired with metadata file.
• “hdrmix”
• In-house tool refers this metadata file.
• Photoshop 2017 breaks HDR pixel value.
• Fixed in Photoshop CC2018.
57. Disk package.
• Compress with JPEGXR.
• Rec.2020 is used instead of scRGB.
• To optimize speed, we developed custom JPEGXR codec.
• Fastest JPEGXR encoder/decoder in the world, maybe.
58. Conclusion
WCG has a lot of benefits!
I recommend HDR and WCG for photo realistic games.
With HDR 1st workflow, SDR image also will be better!