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Add DisplayP3 colorspaces (#1368)
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This PR adds support for the [DisplayP3](https://www.color.org/chardata/rgb/DisplayP3.xalter) colorspace, a wider gamut range for computer displays that is standard in the Apple ecosystem and elsewhere. More information can be found in this [developer video](https://developer.apple.com/videos/play/wwdc2017/821/).

DisplayP3 uses the DCI-P3 gamut with a D65 white point and an sRGB transfer curve. In keeping with discussions with the OCIO group, we've opted to name it in the form `<transfer_curve>_<gamut>` for consistency.

Hence we add the following two colorspaces:

* srgb_displayp3
* lin_displayp3
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dgovil authored Jun 3, 2023
1 parent a9e06a4 commit 83f9380
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Expand Up @@ -339,6 +339,8 @@ By default, MaterialX supports the following color spaces as defined in ACES 1.2
* `lin_srgb`
* `adobergb`
* `lin_adobergb`
* `srgb_displayp3`
* `lin_displayp3`

The working color space of a MaterialX document is defined by the `colorspace` attribute of its root &lt;materialx> element, and it is strongly recommended that all &lt;materialx> elements define a specific `colorspace` if they wish to use a color-managed workflow rather than relying on a default colorspace setting from an external configuration file.

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14 changes: 12 additions & 2 deletions libraries/README.md
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Expand Up @@ -42,8 +42,18 @@ This folder contains the standard data libraries for MaterialX, providing declar
- [lama](bxdf/lama) : Graph definitions of the [MaterialX Lama](https://rmanwiki.pixar.com/display/REN24/MaterialX+Lama) node set.

## Color Management Library
- MaterialX shader generation natively supports a small set of common spaces for input colors, with all color transforms implemented as language-independent MaterialX graphs. The canonical definitions of these color transforms may be found in the OpenColorIO configuration for [ACES 1.2](https://github.com/colour-science/OpenColorIO-Configs/tree/feature/aces-1.2-config/aces_1.2).
- lin_rec709, g18_rec709, g22_rec709, rec709_display, acescg (lin_ap1), g22_ap1, srgb_texture, lin_adobergb, adobergb
- MaterialX shader generation natively supports a small set of common spaces for input colors, with all color transforms implemented as language-independent MaterialX graphs.The canonical definitions of these color transforms may be found in the OpenColorIO configuration for [ACES 1.2](https://github.com/colour-science/OpenColorIO-Configs/tree/feature/aces-1.2-config/aces_1.2).
- lin_rec709
- g18_rec709
- g22_rec709
- rec709_display
- acescg (lin_ap1)
- g22_ap1
- srgb_texture
- lin_adobergb
- adobergb
- srgb_displayp3
- lin_displayp3
- [cmlib](cmlib)
- [cmlib_defs.mtlx](cmlib/cmlib_defs.mtlx) : Nodedef declarations.
- [cmlib_ng.mtlx](cmlib/cmlib_ng.mtlx) : Nodegraph definitions.
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20 changes: 20 additions & 0 deletions libraries/cmlib/cmlib_defs.mtlx
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Expand Up @@ -87,4 +87,24 @@
<output name="out" type="color4" />
</nodedef>

<nodedef name="ND_srgb_displayp3_to_lin_rec709_color3" node="srgb_displayp3_to_lin_rec709" nodegroup="colortransform">
<input name="in" type="color3" value="0.0, 0.0, 0.0" />
<output name="out" type="color3" />
</nodedef>

<nodedef name="ND_srgb_displayp3_to_lin_rec709_color4" node="srgb_displayp3_to_lin_rec709" nodegroup="colortransform">
<input name="in" type="color4" value="0.0, 0.0, 0.0, 1.0" />
<output name="out" type="color4" />
</nodedef>

<nodedef name="ND_lin_displayp3_to_lin_rec709_color3" node="lin_displayp3_to_lin_rec709" nodegroup="colortransform">
<input name="in" type="color3" value="0.0, 0.0, 0.0" />
<output name="out" type="color3" />
</nodedef>

<nodedef name="ND_lin_displayp3_to_lin_rec709_color4" node="lin_displayp3_to_lin_rec709" nodegroup="colortransform">
<input name="in" type="color4" value="0.0, 0.0, 0.0, 1.0" />
<output name="out" type="color4" />
</nodedef>

</materialx>
70 changes: 70 additions & 0 deletions libraries/cmlib/cmlib_ng.mtlx
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Expand Up @@ -294,4 +294,74 @@
<output name="out" type="color4" nodename="asColor4" />
</nodegraph>

<nodegraph name="NG_srgb_displayp3_to_lin_rec709_color3" nodedef="ND_srgb_displayp3_to_lin_rec709_color3">
<constant name="mat" type="matrix33">
<input name="value" type="matrix33" value="1.22493029, -0.22492968, 0.00000006, -0.04205868, 1.04205894, -0.00000001, -0.01964128, -0.07864794, 1.09828925" />
</constant>
<!-- Use srgb_texture_to_lin_rec709 to convert from sRGB to Lin before passing to the mat conversion -->
<srgb_texture_to_lin_rec709 name="srgb_transform" type="color3">
<input name="in" type="color3" interfacename="in" />
</srgb_texture_to_lin_rec709>
<convert name="asVec" type="vector3">
<input name="in" type="color3" nodename="srgb_transform" />
</convert>
<transformmatrix name="transform" type="vector3">
<input name="in" type="vector3" nodename="asVec" />
<input name="mat" type="matrix33" nodename="mat" />
</transformmatrix>
<convert name="asColor" type="color3">
<input name="in" type="vector3" nodename="transform" />
</convert>
<output name="out" type="color3" nodename="asColor" />
</nodegraph>

<nodegraph name="NG_srgb_displayp3_to_lin_rec709_color4" nodedef="ND_srgb_displayp3_to_lin_rec709_color4">
<convert name="asColor3" type="color3">
<input name="in" type="color4" interfacename="in" />
</convert>
<srgb_displayp3_to_lin_rec709 name="transform" type="color3">
<input name="in" type="color3" nodename="asColor3" />
</srgb_displayp3_to_lin_rec709>
<combine4 name="asColor4" type="color4">
<input name="in1" type="float" nodename="transform" channels="r" />
<input name="in2" type="float" nodename="transform" channels="g" />
<input name="in3" type="float" nodename="transform" channels="b" />
<input name="in4" type="float" interfacename="in" channels="a" />
</combine4>
<output name="out" type="color4" nodename="asColor4" />
</nodegraph>

<nodegraph name="NG_lin_displayp3_to_lin_rec709_color3" nodedef="ND_lin_displayp3_to_lin_rec709_color3">
<constant name="mat" type="matrix33">
<input name="value" type="matrix33" value="1.22493029, -0.22492968, 0.00000006, -0.04205868, 1.04205894, -0.00000001, -0.01964128, -0.07864794, 1.09828925" />
</constant>
<convert name="asVec" type="vector3">
<input name="in" type="color3" interfacename="in" />
</convert>
<transformmatrix name="transform" type="vector3">
<input name="in" type="vector3" nodename="asVec" />
<input name="mat" type="matrix33" nodename="mat" />
</transformmatrix>
<convert name="asColor" type="color3">
<input name="in" type="vector3" nodename="transform" />
</convert>
<output name="out" type="color3" nodename="asColor" />
</nodegraph>

<nodegraph name="NG_lin_displayp3_to_lin_rec709_color4" nodedef="ND_lin_displayp3_to_lin_rec709_color4">
<convert name="asColor3" type="color3">
<input name="in" type="color4" interfacename="in" />
</convert>
<lin_displayp3_to_lin_rec709 name="transform" type="color3">
<input name="in" type="color3" nodename="asColor3" />
</lin_displayp3_to_lin_rec709>
<combine4 name="asColor4" type="color4">
<input name="in1" type="float" nodename="transform" channels="r" />
<input name="in2" type="float" nodename="transform" channels="g" />
<input name="in3" type="float" nodename="transform" channels="b" />
<input name="in4" type="float" interfacename="in" channels="a" />
</combine4>
<output name="out" type="color4" nodename="asColor4" />
</nodegraph>

</materialx>
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Expand Up @@ -64,6 +64,20 @@
<input name="base_color" type="color3" value="1, 1, 1" nodename="image_lin_adobergb" />
</standard_surface>
<output name="image_lin_adobergb_output" type="surfaceshader" nodename="image_lin_adobergb_standard_surface8" />
<image name="image_srgb_displayp3" type="color3">
<input name="file" type="filename" value="resources/Images/grid.png" colorspace="srgb_displayp3" />
</image>
<standard_surface name="image_srgb_displayp3_standard_surface9" type="surfaceshader">
<input name="base_color" type="color3" nodename="image_srgb_displayp3" />
</standard_surface>
<output name="image_srgb_displayp3_output" type="surfaceshader" nodename="image_srgb_displayp3_standard_surface9" />
<image name="image_lin_displayp3" type="color3">
<input name="file" type="filename" value="resources/Images/grid.png" colorspace="lin_displayp3" />
</image>
<standard_surface name="image_lin_displayp3_standard_surface10" type="surfaceshader">
<input name="base_color" type="color3" nodename="image_lin_displayp3" />
</standard_surface>
<output name="image_lin_displayp3_output" type="surfaceshader" nodename="image_lin_displayp3_standard_surface10" />
<constant name="color_lin_rec709" type="color4">
<input name="value" type="color4" value="0.5, 0.0, 0.0, 1.0" colorspace="lin_rec709" />
</constant>
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<input name="base_color" type="color3" value="1, 1, 1" nodename="color_lin_adobergb" channels="rgb" />
</standard_surface>
<output name="color_lin_adobergb_output" type="surfaceshader" nodename="color_lin_adobergb_standard_surface8" />
<constant name="color_srgb_displayp3" type="color4">
<input name="value" type="color4" value="0.5, 0.0, 0.0, 1.0" colorspace="srgb_displayp3" />
</constant>
<standard_surface name="color_srgb_displayp3_standard_surface5" type="surfaceshader">
<input name="base_color" type="color3" nodename="color_srgb_displayp3" channels="rgb" />
</standard_surface>
<output name="color_srgb_displayp3_output" type="surfaceshader" nodename="color_srgb_displayp3_standard_surface5" />
<constant name="color_lin_displayp3" type="color4">
<input name="value" type="color4" value="0.5, 0.0, 0.0, 1.0" colorspace="lin_displayp3" />
</constant>
<standard_surface name="color_lin_displayp3_standard_surface5" type="surfaceshader">
<input name="base_color" type="color3" nodename="color_lin_displayp3" channels="rgb" />
</standard_surface>
<output name="color_lin_displayp3_output" type="surfaceshader" nodename="color_lin_displayp3_standard_surface5" />
</nodegraph>
</materialx>

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