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Advanced device-independent HDR tone mapping in ExoPlayer (as present e.g. in MPV) #826
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ExoPlayer doesn't currently use this, but maybe it could be helpful to use something like |
@dway123 is tone mapping handled automatically when effects are enabled? Or does the app have to configure the effects in a specific way? |
Oops thanks @christosts , Therefore, the app does need to configure the effects in a specific way. To do this, you'll need to set up a custom |
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This is possible, per the prior comment from Nov27. I've created a github gist that better demonstrates how you could set up this code (based on the ExoPlayer demo), here: https://gist.github.com/dway123/934126c050482e9a2d3dcd43934b3730 |
This admittedly is a bit complicated to set up at the moment, because we didn't think this was too common of a codepath. If many folks use this, we may want to consider making a simpler codepath. One way to do this could be to implement a sort of color management in our VideoFrameProcessor pipeline (knowing input/output color combos), and allow tone-mapping to be an injectable GlEffect If we do this, users could simply do OpenGL tonemapping by calling something like |
Closing as fixed, as this is now possible, per the last two comments |
[REQUIRED] Use case description
Some devices (especially projectors) need tone mapping for HDR content to look good. That is why, it might be worth to explore how ExoPlayer handles HDR videos on SDR displays, and how it could be improved.
Proposed solution
There have been recently quite a few advancements in the open-source video player MPV when it comes to HDR tone mapping. It could be a good idea to look into MPV's implementation of this feature set, as such functionality would IMHO be greatly appreciated by the ExoPlayer users as well.
Apart from stock MPV, see also hdr-toys: https://github.com/natural-harmonia-gropius/hdr-toys
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