OCIO implementation of Gran Turismo 7 Tonemapper?

So I don’t know where exactly to post this but I was curious if anybody had created an implementation of Gran Turismo 7’s Tonemapper using OCIO.

Polyphony Digital’s technical paper shows an improvement at high exposure compared to other solutions.

it is also incredibly in depth.

Additionally certain game developers have added the Gran Turismo 7 Tonemapper to their own forks of engines like Unreal Engine, so I’m curious if someone made something that could be used in any software or if there is any interest in it?

https://x.com/andkalysh/status/1980223685958246685?s=20

Interesting! Do you know of any repos or configs we can tap into to implement this in OCIO? We could maybe try on our end.

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A sample implementation written in C++ is given with the publication under MIT

https://blog.selfshadow.com/publications/s2025-shading-course/pdi/supplemental/gt7_tone_mapping.cpp

What is the purpose of “tone mapping”?

Asking for a friend.

Huh? I genuinely don’t understand what you’re getting at here. I’m using the language they are using here.

My take is that “language shapes the thinking”.

So looking into proper definition and terms sometimes unravel new ways of thinking that can be interesting.

For example, defining precisely “tone” is actually a pretty complex task, much harder than it looks (especially being French using the word “ton”).

Another interesting example is the use of “chroma compression” and “purity attenuation”. They both refer to the same phenomenon (I believe) but are quite different in their approach and could trigger different ways to look at it.

Best,
Chris

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I guess to avoid pedantry, I’ll rephrase the question in the dumbest terms possible, can we put the Gran Turismo 7 Color thingy in an OCIO config? I’m not trying to be witty here or something, it’s a question of how viable it is do, without breaking your back trying to implement it.

I agree with you that having as many options/OCIO configs available out there is a good thing.

May I suggest you reach out on the ASWF slack in the opencolorio channel ? You might get a more adequate answer there.

Made a post there, considering some engines (UE Vite and some toy renderers I assume) are now adopting it, Having it as an option is necessary for a Color Managed workflow with those tools.