I have been exploring gamut mapping in cylindrical spaces/polar coordinates lately, a few images courtesy @martin.smekal first (note that there is no proper View Transform here, i.e. brut sRGB):
Everything is defaulted except for slightly expanding the cyan hues wedge to reduce the purples.
Here, I excessively adjusted the compression threshold and compressed heavily the magenta wedge to fit everything in sRGB.
Don’t be fooled by the UI, it is super slow (on my old laptop).
The current model is deceptively simple: HSV with Control over Hue Wedges, Saturation Compression, and Unaltered Region. It is very close to the first model @matthias.scharfenber presented in Nuke (and for good reason, I do use that since a few years in UE4 and Unity). I tried a few cylindrical models that did not much good, e.g. HCL and will give a stab at IHLS.
The current model is (from initial tests and TBC):
- Exposure Invariant
- Gamut Agnostic
Nothing to play with or share as of now as I’m still exploring (and need to clean up that thing).