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Adaptive ΔE00 feedback control: engineering GPU-resident perceptual locks for Shadow’s MiniMax Direct multimodal rendering pipeline

Описание и применение

Гибкая система контроля цвета на GPU, использующая ΔE00, удерживает вывод в реальном времени в соответствии с мастер‑ссылкой, устраняя дрейф цвета.

Задача

Perceptual drift in real‑time rendering causes skin tones and logos to shift color over long playback, degrading visual fidelity.

Результат

The system eliminates perceptual drift, keeping output color consistent with the master reference while running entirely on the GPU with no per‑frame readbacks.

Рабочий процесс

  • 1. Sample color tiles from master reference and rendered output in a compute shader using ΔE00.
  • 2. Aggregate per‑tile errors and run a PID‑style adaptive controller in a second compute shader.
  • 3. Write updated transform coefficients to a uniform buffer.
  • 4. Consume updated coefficients in the next frame before tone mapping and gamut compression.
  • 5. Host‑side TypeScript orchestrator boots the pipeline, binds textures, dispatches shaders, and collects coarse telemetry every ~250 ms.

Доказательства

We precompute the L*a*b* conversion in a lookup texture and only run the rotation term in the inner loop.

Источник

Everything stays in VRAM. We have a hard rule: no readbacks per frame.

Источник

  • Дата записи: 2026-09-15T20:15:50.268Z